// weapons.qc: weapon functions // called by worldspawn void() W_Precache = { precache_sound("weapons/r_exp3.wav"); // new rocket explosion precache_sound("weapons/rocket1i.wav"); // spike gun precache_sound("weapons/sgun1.wav"); precache_sound("weapons/guncock.wav"); // player shotgun precache_sound("weapons/ric1.wav"); // ricochet(used in c code) precache_sound("weapons/ric2.wav"); // ricochet(used in c code) precache_sound("weapons/ric3.wav"); // ricochet(used in c code) precache_sound("weapons/spike2.wav"); // super spikes precache_sound("weapons/tink1.wav"); // spikes tink(used in c code) precache_sound("weapons/grenade.wav"); // grenade launcher precache_sound("weapons/bounce.wav"); // grenade bounce precache_sound("weapons/shotgn2.wav"); // super shotgun }; /* ================ W_FireAxe ================ */ void() W_FireAxe = { vector source; vector org; makevectors(self.v_angle); source = self.origin + '0 0 16'; traceline(source, source + v_forward * 64, FALSE, self); if(trace_fraction == 1.0) { return; } org = trace_endpos - v_forward * 4; if(trace_ent.takedamage) { trace_ent.axhitme = 1; SpawnBlood(org, VEC_ORIGIN, 20); T_Damage(trace_ent, self, self, 20); } else { // hit wall sound(self, CHAN_WEAPON, "player/axhit2.wav", 1, ATTN_NORM); WriteByte(MSG_BROADCAST, SVC_TEMPENTITY); WriteByte(MSG_BROADCAST, TE_GUNSHOT); WriteCoord(MSG_BROADCAST, org_x); WriteCoord(MSG_BROADCAST, org_y); WriteCoord(MSG_BROADCAST, org_z); } }; //============================================================================ vector() wall_velocity = { vector vel; vel = normalize(self.velocity); vel = normalize(vel + v_up * (random() - 0.5) + v_right * (random() - 0.5)); vel = vel + 2 * trace_plane_normal; vel = vel * 200; return vel; }; /* ================ SpawnMeatSpray ================ */ void(vector org, vector vel) SpawnMeatSpray = { entity missile, mpuff; vector org; missile = spawn(); missile.owner = self; missile.movetype = MOVETYPE_BOUNCE; missile.solid = SOLID_NOT; makevectors(self.angles); missile.velocity = vel; missile.velocity_z = missile.velocity_z + 250 + 50 * random(); missile.avelocity = '3000 1000 2000'; // set missile duration missile.nextthink = time + 1; missile.think = SUB_Remove; setmodel(missile, "progs/zom_gib.mdl"); setsize(missile, VEC_ORIGIN, VEC_ORIGIN); setorigin(missile, org); }; /* ================ SpawnBlood ================ */ void(vector org, vector vel, float damage) SpawnBlood = { particle(org, vel * 0.1, 73, damage * 2); }; /* ================ spawn_touchblood ================ */ void(float damage) spawn_touchblood = { vector vel; vel = wall_velocity() * 0.2; SpawnBlood(self.origin + vel * 0.01, vel, damage); }; /* ================ SpawnChunk ================ */ void(vector org, vector vel) SpawnChunk = { particle(org, vel * 0.02, 0, 10); }; /* ============================================================================== MULTI-DAMAGE Collects multiple small damages into a single damage ============================================================================== */ void() ClearMultiDamage = { multi_ent = world; multi_damage = 0; }; void() ApplyMultiDamage = { if(!multi_ent) { return; } T_Damage(multi_ent, self, self, multi_damage); }; void(entity hit, float damage) AddMultiDamage = { if(!hit) { return; } if(hit != multi_ent) { ApplyMultiDamage(); multi_damage = damage; multi_ent = hit; } else { multi_damage = multi_damage + damage; } }; /* ============================================================================== BULLETS ============================================================================== */ /* ================ TraceAttack ================ */ void(float damage, vector dir) TraceAttack = { vector vel, org; vel = normalize(dir + v_up * crandom() + v_right * crandom()); vel = vel + 2 * trace_plane_normal; vel = vel * 200; org = trace_endpos - dir * 4; if(trace_ent.takedamage) { SpawnBlood(org, vel * 0.2, damage); AddMultiDamage(trace_ent, damage); } else { WriteByte(MSG_BROADCAST, SVC_TEMPENTITY); WriteByte(MSG_BROADCAST, TE_GUNSHOT); WriteCoord(MSG_BROADCAST, org_x); WriteCoord(MSG_BROADCAST, org_y); WriteCoord(MSG_BROADCAST, org_z); } }; /* ================ FireBullets Used by shotgun, super shotgun, and enemy soldier firing Go to the trouble of combining multiple pellets into a single damage call. ================ */ void(float shotcount, vector dir, vector spread) FireBullets = { vector direction; vector src; makevectors(self.v_angle); src = self.origin + v_forward * 10; src_z = self.absmin_z + self.size_z * 0.7; ClearMultiDamage(); while(shotcount > 0) { direction = dir + crandom() * spread_x * v_right + crandom() * spread_y * v_up; traceline(src, src + direction * 2048, FALSE, self); if(trace_fraction != 1.0) { TraceAttack(4, direction); } shotcount = shotcount - 1; } ApplyMultiDamage(); }; /* ================ W_FireShotgun ================ */ void() W_FireShotgun = { vector dir; sound(self, CHAN_WEAPON, "weapons/guncock.wav", 1, ATTN_NORM); self.punchangle_x = -2; self.currentammo = self.ammo_shells = self.ammo_shells - 1; dir = aim(self, 100000); FireBullets(6, dir, '0.04 0.04 0'); }; /* ================ W_FireSuperShotgun ================ */ void() W_FireSuperShotgun = { vector dir; if(self.currentammo == 1) { W_FireShotgun(); return; } sound(self, CHAN_WEAPON, "weapons/shotgn2.wav", 1, ATTN_NORM); self.punchangle_x = -4; self.currentammo = self.ammo_shells = self.ammo_shells - 2; dir = aim(self, 100000); FireBullets(14, dir, '0.14 0.08 0'); }; /* ============================================================================== ROCKETS ============================================================================== */ void() s_explode1 = [0, s_explode2] {}; void() s_explode2 = [1, s_explode3] {}; void() s_explode3 = [2, s_explode4] {}; void() s_explode4 = [3, s_explode5] {}; void() s_explode5 = [4, s_explode6] {}; void() s_explode6 = [5, SUB_Remove] {}; void() BecomeExplosion = { self.movetype = MOVETYPE_NONE; self.velocity = VEC_ORIGIN; self.touch = SUB_Null; setmodel(self, "progs/s_explod.spr"); self.solid = SOLID_NOT; s_explode1(); }; void() T_MissileTouch = { float damg; if(other == self.owner) { return; // don't explode on owner } if(pointcontents(self.origin) == CONTENT_SKY) { remove(self); return; } damg = 100 + random() * 20; if(other.health) { if(other.classname == "monster_shambler") { damg = damg * 0.5; // mostly immune } T_Damage(other, self, self.owner, damg); } // don't do radius damage to the other, because all the damage // was done in the impact T_RadiusDamage(self, self.owner, 120, other); // sound(self, CHAN_WEAPON, "weapons/r_exp3.wav", 1, ATTN_NORM); self.origin = self.origin - 8 * normalize(self.velocity); WriteByte(MSG_BROADCAST, SVC_TEMPENTITY); WriteByte(MSG_BROADCAST, TE_EXPLOSION); WriteCoord(MSG_BROADCAST, self.origin_x); WriteCoord(MSG_BROADCAST, self.origin_y); WriteCoord(MSG_BROADCAST, self.origin_z); BecomeExplosion(); }; /* ================ W_FireRocket ================ */ void() W_FireRocket = { entity missile, mpuff; self.currentammo = self.ammo_rockets = self.ammo_rockets - 1; sound(self, CHAN_WEAPON, "weapons/sgun1.wav", 1, ATTN_NORM); self.punchangle_x = -2; missile = spawn(); missile.owner = self; missile.movetype = MOVETYPE_FLYMISSILE; missile.solid = SOLID_BBOX; missile.classname = "missile"; // set missile speed makevectors(self.v_angle); missile.velocity = aim(self, 1000); missile.velocity = missile.velocity * 1000; missile.angles = vectoangles(missile.velocity); missile.touch = T_MissileTouch; // set missile duration missile.nextthink = time + 5; missile.think = SUB_Remove; setmodel(missile, "progs/missile.mdl"); setsize(missile, VEC_ORIGIN, VEC_ORIGIN); setorigin(missile, self.origin + v_forward * 8 + '0 0 16'); }; /* =============================================================================== LIGHTNING =============================================================================== */ /* ================= LightningDamage ================= */ void(vector p1, vector p2, entity from, float damage) LightningDamage = { entity e1, e2; vector f; f = p2 - p1; normalize(f); f_x = 0 - f_y; f_y = f_x; f_z = 0; f = f * 16; e1 = e2 = world; traceline(p1, p2, FALSE, self); if(trace_ent.takedamage) { particle(trace_endpos, '0 0 100', 225, damage * 4); T_Damage(trace_ent, from, from, damage); if(self.classname == "player") { if(other.classname == "player") { trace_ent.velocity_z = trace_ent.velocity_z + 400; } } } e1 = trace_ent; traceline(p1 + f, p2 + f, FALSE, self); if(trace_ent != e1 && trace_ent.takedamage) { particle(trace_endpos, '0 0 100', 225, damage * 4); T_Damage(trace_ent, from, from, damage); } e2 = trace_ent; traceline(p1 - f, p2 - f, FALSE, self); if(trace_ent != e1 && trace_ent != e2 && trace_ent.takedamage) { particle(trace_endpos, '0 0 100', 225, damage * 4); T_Damage(trace_ent, from, from, damage); } }; void() W_FireLightning = { vector org; float cells; if(self.ammo_cells < 1) { self.weapon = W_BestWeapon(); W_SetCurrentAmmo(); return; } // explode if under water if(self.waterlevel > 1) { cells = self.ammo_cells; self.ammo_cells = 0; W_SetCurrentAmmo(); T_RadiusDamage(self, self, 35 * cells, world); return; } if(self.t_width < time) { sound(self, CHAN_WEAPON, "weapons/lhit.wav", 1, ATTN_NORM); self.t_width = time + 0.6; } self.punchangle_x = -2; self.currentammo = self.ammo_cells = self.ammo_cells - 1; org = self.origin + '0 0 16'; traceline(org, org + v_forward * 600, TRUE, self); WriteByte(MSG_BROADCAST, SVC_TEMPENTITY); WriteByte(MSG_BROADCAST, TE_LIGHTNING2); WriteEntity(MSG_BROADCAST, self); WriteCoord(MSG_BROADCAST, org_x); WriteCoord(MSG_BROADCAST, org_y); WriteCoord(MSG_BROADCAST, org_z); WriteCoord(MSG_BROADCAST, trace_endpos_x); WriteCoord(MSG_BROADCAST, trace_endpos_y); WriteCoord(MSG_BROADCAST, trace_endpos_z); LightningDamage(self.origin, trace_endpos + v_forward * 4, self, 30); }; //============================================================================= void() GrenadeExplode = { T_RadiusDamage(self, self.owner, 120, world); WriteByte(MSG_BROADCAST, SVC_TEMPENTITY); WriteByte(MSG_BROADCAST, TE_EXPLOSION); WriteCoord(MSG_BROADCAST, self.origin_x); WriteCoord(MSG_BROADCAST, self.origin_y); WriteCoord(MSG_BROADCAST, self.origin_z); BecomeExplosion(); }; void() GrenadeTouch = { if(other == self.owner) { return; // don't explode on owner } if(other.takedamage == DAMAGE_AIM) { GrenadeExplode(); return; } sound(self, CHAN_WEAPON, "weapons/bounce.wav", 1, ATTN_NORM); // bounce sound if(self.velocity == VEC_ORIGIN) { self.avelocity = VEC_ORIGIN; } }; /* ================ W_FireGrenade ================ */ void() W_FireGrenade = { entity missile, mpuff; self.currentammo = self.ammo_rockets = self.ammo_rockets - 1; sound(self, CHAN_WEAPON, "weapons/grenade.wav", 1, ATTN_NORM); self.punchangle_x = -2; missile = spawn(); missile.owner = self; missile.movetype = MOVETYPE_BOUNCE; missile.solid = SOLID_BBOX; missile.classname = "grenade"; // set missile speed makevectors(self.v_angle); if(self.v_angle_x) { missile.velocity = v_forward * 600 + v_up * 200 + crandom() * v_right * 10 + crandom() * v_up * 10; } else { missile.velocity = aim(self, 10000); missile.velocity = missile.velocity * 600; missile.velocity_z = 200; } missile.avelocity = '300 300 300'; missile.angles = vectoangles(missile.velocity); missile.touch = GrenadeTouch; // set missile duration missile.nextthink = time + 2.5; missile.think = GrenadeExplode; setmodel(missile, "progs/grenade.mdl"); setsize(missile, VEC_ORIGIN, VEC_ORIGIN); setorigin(missile, self.origin); }; //============================================================================= /* =============== launch_spike Used for both the player and the ogre =============== */ void(vector org, vector dir) launch_spike = { newmis = spawn(); newmis.owner = self; newmis.movetype = MOVETYPE_FLYMISSILE; newmis.solid = SOLID_BBOX; newmis.angles = vectoangles(dir); newmis.touch = spike_touch; newmis.classname = "spike"; newmis.think = SUB_Remove; newmis.nextthink = time + 6; setmodel(newmis, "progs/spike.mdl"); setsize(newmis, VEC_ORIGIN, VEC_ORIGIN); setorigin(newmis, org); newmis.velocity = dir * 1000; }; void() W_FireSuperSpikes = { vector dir; entity old; sound(self, CHAN_WEAPON, "weapons/spike2.wav", 1, ATTN_NORM); self.attack_finished = time + 0.2; self.currentammo = self.ammo_nails = self.ammo_nails - 2; dir = aim(self, 1000); launch_spike(self.origin + '0 0 16', dir); newmis.touch = superspike_touch; setmodel(newmis, "progs/s_spike.mdl"); setsize(newmis, VEC_ORIGIN, VEC_ORIGIN); self.punchangle_x = -2; }; void(float ox) W_FireSpikes = { vector dir; entity old; makevectors(self.v_angle); if(self.ammo_nails >= 2 && self.weapon == IT_SUPER_NAILGUN) { W_FireSuperSpikes(); return; } if(self.ammo_nails < 1) { self.weapon = W_BestWeapon(); W_SetCurrentAmmo(); return; } sound(self, CHAN_WEAPON, "weapons/rocket1i.wav", 1, ATTN_NORM); self.attack_finished = time + 0.2; self.currentammo = self.ammo_nails = self.ammo_nails - 1; dir = aim(self, 1000); launch_spike(self.origin + '0 0 16' + v_right * ox, dir); self.punchangle_x = -2; }; void() spike_touch = { float rand; if(other == self.owner) { return; } if(other.solid == SOLID_TRIGGER) { return; // trigger field, do nothing } if(pointcontents(self.origin) == CONTENT_SKY) { remove(self); return; } // hit something that bleeds if(other.takedamage) { spawn_touchblood(9); T_Damage(other, self, self.owner, 9); } else { WriteByte(MSG_BROADCAST, SVC_TEMPENTITY); if(self.classname == "wizspike") { WriteByte(MSG_BROADCAST, TE_WIZSPIKE); } else if(self.classname == "knightspike") { WriteByte(MSG_BROADCAST, TE_KNIGHTSPIKE); } else { WriteByte(MSG_BROADCAST, TE_SPIKE); } WriteCoord(MSG_BROADCAST, self.origin_x); WriteCoord(MSG_BROADCAST, self.origin_y); WriteCoord(MSG_BROADCAST, self.origin_z); } remove(self); }; void() superspike_touch = { float rand; if(other == self.owner) { return; } if(other.solid == SOLID_TRIGGER) { return; // trigger field, do nothing } if(pointcontents(self.origin) == CONTENT_SKY) { remove(self); return; } // hit something that bleeds if(other.takedamage) { spawn_touchblood(18); T_Damage(other, self, self.owner, 18); } else { WriteByte(MSG_BROADCAST, SVC_TEMPENTITY); WriteByte(MSG_BROADCAST, TE_SUPERSPIKE); WriteCoord(MSG_BROADCAST, self.origin_x); WriteCoord(MSG_BROADCAST, self.origin_y); WriteCoord(MSG_BROADCAST, self.origin_z); } remove(self); }; /* =============================================================================== PLAYER WEAPON USE =============================================================================== */ void() W_SetCurrentAmmo = { player_run(); // get out of any weapon firing states self.items &= ~(IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS); switch(self.weapon) { case IT_AXE: self.currentammo = 0; self.weaponmodel = "progs/v_axe.mdl"; self.weaponframe = 0; break; case IT_SHOTGUN: self.currentammo = self.ammo_shells; self.weaponmodel = "progs/v_shot.mdl"; self.weaponframe = 0; self.items |= IT_SHELLS; break; case IT_SUPER_SHOTGUN: self.currentammo = self.ammo_shells; self.weaponmodel = "progs/v_shot2.mdl"; self.weaponframe = 0; self.items |= IT_SHELLS; break; case IT_NAILGUN: self.currentammo = self.ammo_nails; self.weaponmodel = "progs/v_nail.mdl"; self.weaponframe = 0; self.items |= IT_NAILS; break; case IT_SUPER_NAILGUN: self.currentammo = self.ammo_nails; self.weaponmodel = "progs/v_nail2.mdl"; self.weaponframe = 0; self.items |= IT_NAILS; break; case IT_GRENADE_LAUNCHER: self.currentammo = self.ammo_rockets; self.weaponmodel = "progs/v_rock.mdl"; self.weaponframe = 0; self.items |= IT_ROCKETS; break; case IT_ROCKET_LAUNCHER: self.currentammo = self.ammo_rockets; self.weaponmodel = "progs/v_rock2.mdl"; self.weaponframe = 0; self.items |= IT_ROCKETS; break; case IT_LIGHTNING: self.currentammo = self.ammo_cells; self.weaponmodel = "progs/v_light.mdl"; self.weaponframe = 0; self.items |= IT_CELLS; break; default: self.currentammo = 0; self.weaponmodel = string_null; self.weaponframe = 0; break; } }; float() W_BestWeapon = { float it; it = self.items; if(self.waterlevel <= 1 && self.ammo_cells >= 1 && (it & IT_LIGHTNING)) { return IT_LIGHTNING; } if(self.ammo_nails >= 2 && (it & IT_SUPER_NAILGUN)) { return IT_SUPER_NAILGUN; } if(self.ammo_shells >= 2 && (it & IT_SUPER_SHOTGUN)) { return IT_SUPER_SHOTGUN; } if(self.ammo_nails >= 1 && (it & IT_NAILGUN)) { return IT_NAILGUN; } if(self.ammo_shells >= 1 && (it & IT_SHOTGUN)) { return IT_SHOTGUN; } return IT_AXE; }; /* ============ W_Attack An attack impulse can be triggered now ============ */ void() W_Attack = { float r; if(self.currentammo <= 0 && self.weapon != IT_AXE) { self.weapon = W_BestWeapon(); W_SetCurrentAmmo(); return; } makevectors(self.v_angle); // calculate forward angle for velocity self.show_hostile = time + 1; // wake monsters up switch(self.weapon) { case IT_AXE: sound(self, CHAN_WEAPON, "weapons/ax1.wav", 1, ATTN_NORM); r = random(); if(r < 0.25) { player_axe1(); } else if(r < 0.5) { player_axeb1(); } else if(r < 0.75) { player_axec1(); } else { player_axed1(); } self.attack_finished = time + 0.5; break; case IT_SHOTGUN: player_shot1(); W_FireShotgun(); self.attack_finished = time + 0.5; break; case IT_SUPER_SHOTGUN: player_shot1(); W_FireSuperShotgun(); self.attack_finished = time + 0.7; break; case IT_NAILGUN: case IT_SUPER_NAILGUN: player_nail1(); break; case IT_GRENADE_LAUNCHER: player_rocket1(); W_FireGrenade(); self.attack_finished = time + 0.6; break; case IT_ROCKET_LAUNCHER: player_rocket1(); W_FireRocket(); self.attack_finished = time + 0.8; break; case IT_LIGHTNING: player_light1(); self.attack_finished = time + 0.1; sound(self, CHAN_AUTO, "weapons/lstart.wav", 1, ATTN_NORM); break; } }; /* ============ W_ChangeWeapon ============ */ void(float wep) W_ChangeWeapon = { float it, am, fl; it = self.items; am = 0; switch(wep) { case 1: fl = IT_AXE; break; case 2: fl = IT_SHOTGUN; if(self.ammo_shells < 1) { am = 1; } break; case 3: fl = IT_SUPER_SHOTGUN; if(self.ammo_shells < 2) { am = 1; } break; case 4: fl = IT_NAILGUN; if(self.ammo_nails < 1) { am = 1; } break; case 5: fl = IT_SUPER_NAILGUN; if(self.ammo_nails < 2) { am = 1; } break; case 6: fl = IT_GRENADE_LAUNCHER; if(self.ammo_rockets < 1) { am = 1; } break; case 7: fl = IT_ROCKET_LAUNCHER; if(self.ammo_rockets < 1) { am = 1; } break; case 8: fl = IT_LIGHTNING; if(self.ammo_cells < 1) { am = 1; } break; } if(!(self.items & fl)) { // don't have the weapon or the ammo sprint(self, "no weapon.\n"); return; } if(am) { // don't have the ammo sprint(self, "not enough ammo.\n"); return; } // set weapon, set ammo self.weapon = fl; W_SetCurrentAmmo(); }; /* ============ W_CycleWeapon Go to the next weapon with ammo ============ */ void() W_CycleWeapon = { float it, am; it = self.items; for(;;) { am = 0; switch(self.weapon) { case IT_LIGHTNING: self.weapon = IT_AXE; break; case IT_AXE: self.weapon = IT_SHOTGUN; if(self.ammo_shells < 1) { am = 1; } break; case IT_SHOTGUN: self.weapon = IT_SUPER_SHOTGUN; if(self.ammo_shells < 2) { am = 1; } break; case IT_SUPER_SHOTGUN: self.weapon = IT_NAILGUN; if(self.ammo_nails < 1) { am = 1; } break; case IT_NAILGUN: self.weapon = IT_SUPER_NAILGUN; if(self.ammo_nails < 2) { am = 1; } break; case IT_SUPER_NAILGUN: self.weapon = IT_GRENADE_LAUNCHER; if(self.ammo_rockets < 1) { am = 1; } break; case IT_GRENADE_LAUNCHER: self.weapon = IT_ROCKET_LAUNCHER; if(self.ammo_rockets < 1) { am = 1; } break; case IT_ROCKET_LAUNCHER: self.weapon = IT_LIGHTNING; if(self.ammo_cells < 1) { am = 1; } break; default: return; } if((it & self.weapon) && am == 0) { W_SetCurrentAmmo(); return; } } }; /* ============ W_CycleWeaponReverse Go to the prev weapon with ammo ============ */ void() W_CycleWeaponReverse = { float it, am; it = self.items; for(;;) { am = 0; switch(self.weapon) { case IT_LIGHTNING: self.weapon = IT_ROCKET_LAUNCHER; if(self.ammo_rockets < 1) { am = 1; } break; case IT_ROCKET_LAUNCHER: self.weapon = IT_GRENADE_LAUNCHER; if(self.ammo_rockets < 1) { am = 1; } break; case IT_GRENADE_LAUNCHER: self.weapon = IT_SUPER_NAILGUN; if(self.ammo_nails < 2) { am = 1; } break; case IT_SUPER_NAILGUN: self.weapon = IT_NAILGUN; if(self.ammo_nails < 1) { am = 1; } break; case IT_NAILGUN: self.weapon = IT_SUPER_SHOTGUN; if(self.ammo_shells < 2) { am = 1; } break; case IT_SUPER_SHOTGUN: self.weapon = IT_SHOTGUN; if(self.ammo_shells < 1) { am = 1; } break; case IT_SHOTGUN: self.weapon = IT_AXE; break; case IT_AXE: self.weapon = IT_LIGHTNING; if(self.ammo_cells < 1) { am = 1; } break; default: return; } if((it & self.weapon) && am == 0) { W_SetCurrentAmmo(); return; } } }; /* ============ W_WeaponFrame Called every frame so impulse events can be handled as well as possible ============ */ void() W_WeaponFrame = { // check for attack if(self.button0) { SuperDamageSound(); W_Attack(); } }; /* ======== SuperDamageSound Plays sound if needed ======== */ void() SuperDamageSound = { if(self.super_damage_finished > time) { if(self.super_sound < time) { self.super_sound = time + 1; sound(self, CHAN_BODY, "items/damage3.wav", 1, ATTN_NORM); } } return; };