some juice work on the first person weapon
This commit is contained in:
13
assets/swords/resources/first_person_material.tres
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13
assets/swords/resources/first_person_material.tres
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@@ -0,0 +1,13 @@
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[gd_resource type="StandardMaterial3D" load_steps=2 format=3 uid="uid://buevqo8w8fq75"]
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[ext_resource type="Texture2D" uid="uid://qtu5ue4ixkwm" path="res://assets/swords/fbx/Texture_MAp_sword.png" id="1_ke6g8"]
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[resource]
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resource_name = "Sword_mat_map"
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vertex_color_use_as_albedo = true
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albedo_texture = ExtResource("1_ke6g8")
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emission_enabled = true
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use_z_clip_scale = true
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z_clip_scale = 0.5
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use_fov_override = true
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fov_override = 30.0
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45
assets/swords/resources/fp_sword23.tres
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45
assets/swords/resources/fp_sword23.tres
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File diff suppressed because one or more lines are too long
43
assets/swords/resources/sword23.tres
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43
assets/swords/resources/sword23.tres
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File diff suppressed because one or more lines are too long
@@ -1,4 +1,4 @@
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[gd_scene load_steps=54 format=3 uid="uid://bei4nhkf8lwdo"]
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[gd_scene load_steps=52 format=3 uid="uid://bei4nhkf8lwdo"]
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[ext_resource type="Script" uid="uid://bbbrf5ckydfna" path="res://player_controller/Scripts/PlayerController.cs" id="1_poq2x"]
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[ext_resource type="PackedScene" uid="uid://cf3rrgr1imvv4" path="res://scenes/path/path.tscn" id="2_6lejt"]
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@@ -17,11 +17,9 @@
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[ext_resource type="PackedScene" uid="uid://wq1okogkhc5l" path="res://systems/mantle/mantle_system.tscn" id="8_qu4wy"]
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[ext_resource type="Resource" uid="uid://bebstkm608wxx" path="res://systems/inputs/base_mode/aim_pressed.tres" id="9_nob5r"]
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[ext_resource type="Resource" uid="uid://bdit2jy5gbpts" path="res://systems/inputs/base_mode/jump.tres" id="10_4u7i3"]
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[ext_resource type="Script" uid="uid://g8idirw62qe0" path="res://player_controller/Scripts/Bobbing.cs" id="10_7wk1w"]
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[ext_resource type="Resource" uid="uid://b5gx3q8nvu72e" path="res://systems/inputs/base_mode/hit.tres" id="11_cresl"]
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[ext_resource type="PackedScene" uid="uid://0ysqmqphq6mq" path="res://systems/head/head_system.tscn" id="11_rxwoh"]
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[ext_resource type="Resource" uid="uid://d2r0ur8k3cuu3" path="res://systems/inputs/base_mode/dash.tres" id="12_34snm"]
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[ext_resource type="Script" uid="uid://b6k73aj5povgv" path="res://player_controller/Scripts/FieldOfView.cs" id="12_m2mxi"]
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[ext_resource type="Resource" uid="uid://55b0dsvioj08" path="res://systems/inputs/base_mode/jump_pressed.tres" id="13_nob5r"]
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[ext_resource type="Shape3D" uid="uid://keseacdcooot" path="res://player_controller/resources/PlayerShape.tres" id="13_r7i3q"]
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[ext_resource type="Script" uid="uid://b5nk6ntlps3x0" path="res://systems/inputs/input_system.gd" id="16_v31n3"]
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@@ -174,6 +172,9 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.6, 0)
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CameraInclineAcceleration = 20.0
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GroundedCameraIncline = 3.0
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SlidingJitterAmplitude = 0.2
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WeaponSway = 8.0
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WeaponLookRotation = 10.0
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WeaponAdjustmentSpeed = 1.0
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[node name="MantleSystem" parent="HeadSystem" instance=ExtResource("8_qu4wy")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -1.6, 0)
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@@ -203,12 +204,6 @@ collision_mask = 256
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target_position = Vector3(0, -0.75, 0)
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collision_mask = 256
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[node name="Bobbing" type="Node3D" parent="."]
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script = ExtResource("10_7wk1w")
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[node name="FieldOfView" type="Node3D" parent="."]
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script = ExtResource("12_m2mxi")
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[node name="HeadCollisionDetectors" type="Node3D" parent="."]
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visible = false
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@@ -41,8 +41,6 @@ public partial class PlayerController : CharacterBody3D,
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// Public stuff //
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///////////////////////////
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public HeadSystem HeadSystem;
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public Bobbing Bobbing;
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public FieldOfView FieldOfView;
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public StairsSystem StairsSystem;
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public MantleSystem MantleSystem;
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public DashSystem DashSystem;
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@@ -340,8 +338,6 @@ public partial class PlayerController : CharacterBody3D,
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// Camera stuff
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HeadSystem = GetNode<HeadSystem>("HeadSystem");
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Bobbing = GetNode<Bobbing>("Bobbing");
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FieldOfView = GetNode<FieldOfView>("FieldOfView");
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Camera3D camera = GetNode<Camera3D>("HeadSystem/CameraSmooth/Camera3D");
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Node3D cameraSmooth = GetNode<Node3D>("HeadSystem/CameraSmooth");
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@@ -422,8 +418,6 @@ public partial class PlayerController : CharacterBody3D,
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// Camera stuff
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HeadSystem.Init();
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Bobbing.Init(camera);
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FieldOfView.Init(camera);
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// Movement stuff
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// Getting universal setting from GODOT editor to be in sync
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@@ -811,8 +805,20 @@ public partial class PlayerController : CharacterBody3D,
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var lookSensitivity = _isUsingGamepad ? _lookSensitivityMultiplier : _mouseSensitivityMultiplier;
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var wallHugContactPoint = _onWallRunning.Active ? _currentWallContactPoint : Vector3.Zero;
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var playerVelocity = GetGlobalMoveInput();
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HeadSystem.LookAround(delta, inputLookDir, playerVelocity, Velocity, wallHugContactPoint, lookSensitivity, isSliding: _groundSliding.Active);
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var moveInput = GetGlobalMoveInput();
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var lookAroundInputs = new HeadSystem.CameraParameters(
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Delta: delta,
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LookDir: inputLookDir,
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PlayerInput: moveInput,
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PlayerVelocity:Velocity,
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WallContactPoint: wallHugContactPoint,
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SensitivitMultiplier: lookSensitivity,
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WithCameraJitter: _groundSliding.Active,
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WithCameraBobbing: _grounded.Active || _onWallRunning.Active,
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BobbingMultiplier: _headBobbingMultiplier,
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FovMultiplier: _fovChangeMultiplier);
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HeadSystem.LookAround(lookAroundInputs);
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}
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public void RotateWeaponWithPlayer()
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{
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@@ -822,28 +828,6 @@ public partial class PlayerController : CharacterBody3D,
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{
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return Transform.Basis * HeadSystem.Transform.Basis * Vector3.Forward;
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}
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private void CameraModifications(float delta)
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{
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Bobbing.CameraBobbingParams cameraBobbingParams = new Bobbing.CameraBobbingParams
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{
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Delta = delta,
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IsOnFloorCustom = _grounded.Active || _onWallRunning.Active,
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Velocity = Velocity,
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SettingsMultiplier = _headBobbingMultiplier
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};
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Bobbing.PerformCameraBobbing(cameraBobbingParams);
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FieldOfView.FovParameters fovParams = new FieldOfView.FovParameters
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{
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IsCrouchingHeight = false,
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Delta = delta,
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SprintSpeed = WalkSpeed,
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Velocity = Velocity,
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FOVMultiplier = _fovChangeMultiplier
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};
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FieldOfView.PerformFovAdjustment(fovParams);
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}
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// Horizontal velocity computing
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public Vector3 ComputeHVelocity(float delta, float accelerationFactor, float decelerationFactor, Vector3? direction = null)
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{
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@@ -1718,7 +1702,6 @@ public partial class PlayerController : CharacterBody3D,
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if (_currentInputBufferFrames > 0) _currentInputBufferFrames -= 1;
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LookAround(delta);
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CameraModifications((float) delta);
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MoveSlideAndHandleStairs((float) delta);
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MantleSystem.ProcessMantle(_grounded.Active);
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@@ -6,6 +6,18 @@ namespace Movementtests.systems;
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public partial class HeadSystem : Node3D
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{
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public record CameraParameters(
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double Delta,
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Vector2 LookDir,
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Vector3 PlayerInput,
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Vector3 PlayerVelocity,
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Vector3 WallContactPoint,
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float SensitivitMultiplier,
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bool WithCameraJitter,
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bool WithCameraBobbing,
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float BobbingMultiplier,
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float FovMultiplier);
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private Camera3D _camera;
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private Marker3D _cameraAnchor;
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private AnimationPlayer _animationPlayer;
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@@ -13,25 +25,53 @@ public partial class HeadSystem : Node3D
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[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
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public float LookSensitivity { get; set; } = 1f;
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[ExportGroup("Camera incline")]
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[Export(PropertyHint.Range, "0.1,50,0.1,or_greater")]
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public double CameraInclineAcceleration { get; set; } = 10f;
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[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
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public float WallRunCameraIncline { get; set; } = 5f;
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[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
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public float GroundedCameraIncline { get; set; } = 5f;
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[ExportGroup("Sliding")]
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[Export(PropertyHint.Range, "0,2,0.1,or_greater")]
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public float SlidingCameraHeightOffset { get; set; } = 1.0f;
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[Export(PropertyHint.Range, "0,1,0.01,or_greater")]
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public float SlidingJitterFrequency { get; set; } = 0.01f;
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[Export(PropertyHint.Range, "0,1,0.01,or_greater")]
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public float SlidingJitterAmplitude { get; set; } = 0.1f;
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private FastNoiseLite _slidingNoise = new FastNoiseLite();
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[ExportGroup("Bobbing")]
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private float _bobbingAccumulator; // Constantly increases when player moves in X or/and Z axis
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[Export(PropertyHint.Range, "0,10,0.01,or_greater")]
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public float BobbingFrequency { set; get; } = 2.4f;
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[Export(PropertyHint.Range, "0,0.4,0.01,or_greater")]
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public float BobbingAmplitude { set; get; } = 0.08f;
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[ExportGroup("FOV")]
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[Export(PropertyHint.Range, "0,180,0.1,degrees")]
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public float BaseFov { get; set; } = 75.0f;
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[Export(PropertyHint.Range, "0,10,0.01,or_greater")]
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public float FovChangeFactor { get; set; } = 1.2f;
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[Export(PropertyHint.Range, "0,10,0.01,or_greater")]
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public float FovChangeSpeed { get; set; } = 6.25f;
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[Export(PropertyHint.Range, "0,100,1,or_greater")]
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public float FovMaxedOutSpeed { get; set; } = 20f;
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[ExportGroup("First Person rig")]
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private Node3D _fpRig;
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private Vector3 _fpRigInitialPosition;
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[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
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public float WeaponSway { get; set; } = 5f;
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[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
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public float WeaponLookRotation { get; set; } = 1f;
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[Export(PropertyHint.Range, "0,200,1,or_greater")]
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public float WeaponMoveRotation { get; set; } = 80f;
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[Export(PropertyHint.Range, "0,20,0.1,or_greater")]
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public float WeaponAdjustmentSpeed { get; set; } = 10f;
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public void Init()
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{
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@@ -39,7 +79,10 @@ public partial class HeadSystem : Node3D
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_camera = GetNode<Camera3D>("CameraSmooth/Camera3D");
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_cameraAnchor = GetNode<Marker3D>("CameraAnchor");
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_animationPlayer = GetNode<AnimationPlayer>("AnimationPlayer");
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_fpRig = GetNode<Node3D>("FPRig");
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_fpRigInitialPosition = _fpRig.GlobalPosition;
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_slidingNoise.NoiseType = FastNoiseLite.NoiseTypeEnum.Perlin;
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_slidingNoise.SetFrequency(SlidingJitterFrequency);
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}
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@@ -49,8 +92,19 @@ public partial class HeadSystem : Node3D
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_animationPlayer.Play("mantle");
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}
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public void LookAround(double delta, Vector2 lookDir, Vector3 playerInput, Vector3 playerVelocity, Vector3? wallContactPoint = null, float sensitivitMultiplier = 1f, bool isSliding = false)
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public void LookAround(CameraParameters inputs)
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{
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var (delta,
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lookDir,
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playerInput,
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playerVelocity,
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wallContactPoint,
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sensitivitMultiplier,
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withCameraJitter,
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withCameraBobbing,
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bobbingMultiplier,
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fovMultiplier) = inputs;
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// Horizontal movement of head
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float angleForHorizontalRotation = lookDir.X * LookSensitivity * sensitivitMultiplier;
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RotateY(angleForHorizontalRotation);
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@@ -61,11 +115,11 @@ public partial class HeadSystem : Node3D
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currentCameraRotation.X = Mathf.Clamp(currentCameraRotation.X, Mathf.DegToRad(-90f), Mathf.DegToRad(90f));
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// Camera incline on Wall and more
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var isWallRunning = wallContactPoint.HasValue && wallContactPoint.Value.Length() > Mathf.Epsilon;
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var isWallRunning = wallContactPoint.Length() > Mathf.Epsilon;
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float cameraIncline;
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if (isWallRunning)
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{
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var directionToWall = (wallContactPoint.Value - GlobalPosition).Normalized();
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var directionToWall = (wallContactPoint - GlobalPosition).Normalized();
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var cameraInclineFactor = ComputeCameraInclineFactor(directionToWall);
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cameraIncline = Mathf.DegToRad(WallRunCameraIncline * cameraInclineFactor);
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}
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@@ -77,7 +131,7 @@ public partial class HeadSystem : Node3D
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currentCameraRotation.Z = (float) Mathf.Lerp(currentCameraRotation.Z, cameraIncline, delta * CameraInclineAcceleration);
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_cameraAnchor.Rotation = currentCameraRotation;
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if (isSliding)
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if (withCameraJitter)
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{
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_cameraAnchor.Position = Vector3.Down*SlidingCameraHeightOffset;
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float noise1D = _slidingNoise.GetNoise1D(Time.GetTicksMsec());
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@@ -89,7 +143,45 @@ public partial class HeadSystem : Node3D
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_cameraAnchor.Position = Vector3.Zero;
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}
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Vector3 newPositionForCamera = Vector3.Zero;
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Vector3 newPositionForRig = Vector3.Zero;
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if (withCameraBobbing)
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{
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_bobbingAccumulator += (float) delta * playerVelocity.Length();
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// As the _bobbingAccumulator increases we're changing values for sin and cos functions.
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// Because both of them are just waves, we will be slide up with y and then slide down with y
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// creating bobbing effect. The same works for cos. As the _bobbingAccumulator increases the cos decreases and then increases
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newPositionForCamera.Y = Mathf.Sin(_bobbingAccumulator * BobbingFrequency) * BobbingAmplitude * bobbingMultiplier;
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newPositionForCamera.X = Mathf.Cos(_bobbingAccumulator * BobbingFrequency / 2.0f) * BobbingAmplitude * bobbingMultiplier;
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// Offset bobbing for weapon rig
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newPositionForRig.Y = Mathf.Cos(_bobbingAccumulator * BobbingFrequency) * BobbingAmplitude * bobbingMultiplier * 0.2f;
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newPositionForRig.X = Mathf.Sin(_bobbingAccumulator * BobbingFrequency / 2.0f) * BobbingAmplitude * bobbingMultiplier * 0.2f;
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}
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_cameraAnchor.Position += newPositionForCamera;
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_camera.GlobalTransform = _cameraAnchor.GetGlobalTransformInterpolated();
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// First person rig adjustments
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_fpRig.GlobalTransform = _cameraAnchor.GetGlobalTransformInterpolated();
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// Apply bobbing
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_fpRig.Position += newPositionForRig;
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var newRigRotation = _fpRig.Rotation;
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var camTilt = Mathf.Lerp(_fpRig.Rotation.Z, cameraIncline*WeaponMoveRotation, delta*WeaponAdjustmentSpeed);
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newRigRotation.Z = (float) camTilt;
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// var lookInputLerped = lookDir.Lerp(Vector2.Zero, (float) delta * WeaponAdjustmentSpeed);
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newRigRotation.X = Mathf.Lerp(newRigRotation.X, -lookDir.Y*WeaponSway, (float) delta*WeaponAdjustmentSpeed);
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||||
newRigRotation.Y = Mathf.Lerp(newRigRotation.Y, -lookDir.X*WeaponSway, (float) delta*WeaponAdjustmentSpeed);
|
||||
|
||||
_fpRig.Rotation = newRigRotation;
|
||||
|
||||
// Camera adjustments
|
||||
float velocityClamped = Mathf.Clamp(playerVelocity.Length(), 0.5f, FovMaxedOutSpeed);
|
||||
float targetFov = BaseFov + FovChangeFactor * velocityClamped * fovMultiplier;
|
||||
_camera.Fov = Mathf.Lerp(_camera.Fov, targetFov, (float) delta * FovChangeSpeed);
|
||||
}
|
||||
|
||||
public float ComputeCameraInclineFactor(Vector3 direction)
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
[gd_scene load_steps=5 format=3 uid="uid://0ysqmqphq6mq"]
|
||||
[gd_scene load_steps=6 format=3 uid="uid://0ysqmqphq6mq"]
|
||||
|
||||
[ext_resource type="Script" uid="uid://dtkdrnsmlwm67" path="res://systems/head/HeadSystem.cs" id="1_8abgy"]
|
||||
[ext_resource type="ArrayMesh" uid="uid://ckr26s4e3fj1m" path="res://assets/swords/resources/fp_sword23.tres" id="2_c5qep"]
|
||||
|
||||
[sub_resource type="Animation" id="Animation_urko7"]
|
||||
length = 0.001
|
||||
@@ -62,6 +63,15 @@ _data = {
|
||||
[node name="HeadSystem" type="Node3D"]
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||||
script = ExtResource("1_8abgy")
|
||||
|
||||
[node name="FPRig" type="Node3D" parent="."]
|
||||
|
||||
[node name="Sword" type="Node3D" parent="FPRig"]
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||||
|
||||
[node name="SwordMesh" type="MeshInstance3D" parent="FPRig/Sword"]
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||||
transform = Transform3D(0.43494374, 0.027831191, -0.9000275, 0.1806065, 0.9765146, 0.117475554, 0.8821594, -0.2136461, 0.41970232, 0.53640664, -0.82246387, -1.9288678)
|
||||
cast_shadow = 0
|
||||
mesh = ExtResource("2_c5qep")
|
||||
|
||||
[node name="CameraSmooth" type="Node3D" parent="."]
|
||||
|
||||
[node name="Camera3D" type="Camera3D" parent="CameraSmooth"]
|
||||
|
||||
@@ -60,6 +60,7 @@ public partial class WeaponSystem : RigidBody3D
|
||||
|
||||
_startTransform = Transform;
|
||||
Freeze = true;
|
||||
Visible = false;
|
||||
|
||||
BodyEntered += OnThrownWeaponReachesGround;
|
||||
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
[ext_resource type="Script" uid="uid://iii3wfto4t5b" path="res://systems/weapon/WeaponSystem.cs" id="1_csqwk"]
|
||||
[ext_resource type="PackedScene" uid="uid://dbe5f0p6lvqtr" path="res://systems/tween_queue/tween_queue_system.tscn" id="2_x1nha"]
|
||||
[ext_resource type="Script" uid="uid://couw105c3bde4" path="res://addons/godot_state_charts/state_chart.gd" id="3_5owyf"]
|
||||
[ext_resource type="CylinderMesh" uid="uid://b7vt0nk2htpo4" path="res://systems/weapon/weapon.tres" id="3_svc06"]
|
||||
[ext_resource type="ArrayMesh" uid="uid://cho5fixitrbds" path="res://assets/swords/resources/sword23.tres" id="3_svc06"]
|
||||
[ext_resource type="Script" uid="uid://jk2jm1g6q853" path="res://addons/godot_state_charts/compound_state.gd" id="4_svc06"]
|
||||
[ext_resource type="Script" uid="uid://cytafq8i1y8qm" path="res://addons/godot_state_charts/atomic_state.gd" id="5_m0v1h"]
|
||||
[ext_resource type="Script" uid="uid://cf1nsco3w0mf6" path="res://addons/godot_state_charts/transition.gd" id="6_jpdh0"]
|
||||
@@ -51,7 +51,7 @@ transform = Transform3D(1, 0, 0, 0, -4.37114e-08, 1, 0, -1, -4.37114e-08, 0, 0,
|
||||
shape = SubResource("CylinderShape3D_avini")
|
||||
|
||||
[node name="Weapon" type="MeshInstance3D" parent="."]
|
||||
transform = Transform3D(1, 0, 0, 0, -4.37114e-08, 1, 0, -1, -4.37114e-08, 0, 0, 0)
|
||||
transform = Transform3D(1, 0, 0, 0, -4.37114e-08, 1, 0, -1, -4.37114e-08, 0, 0, 0.8673003)
|
||||
mesh = ExtResource("3_svc06")
|
||||
|
||||
[node name="StateChart" type="Node" parent="."]
|
||||
|
||||
Reference in New Issue
Block a user