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Mgv6: Add optional snow biomes
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commit
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@ -42,6 +42,7 @@ FlagDesc flagdesc_mapgen_v6[] = {
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{"jungles", MGV6_JUNGLES},
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{"biomeblend", MGV6_BIOMEBLEND},
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{"mudflow", MGV6_MUDFLOW},
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{"snowbiomes", MGV6_SNOWBIOMES},
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{NULL, 0}
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};
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@ -73,7 +74,10 @@ MapgenV6::MapgenV6(int mapgenid, MapgenParams *params, EmergeManager *emerge)
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noise_height_select = new Noise(&sp->np_height_select, seed, csize.X, csize.Y);
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noise_mud = new Noise(&sp->np_mud, seed, csize.X, csize.Y);
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noise_beach = new Noise(&sp->np_beach, seed, csize.X, csize.Y);
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noise_biome = new Noise(&sp->np_biome, seed, csize.X, csize.Y);
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noise_biome = new Noise(&sp->np_biome, seed,
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csize.X + 2 * MAP_BLOCKSIZE, csize.Y + 2 * MAP_BLOCKSIZE);
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noise_humidity = new Noise(&sp->np_humidity, seed,
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csize.X + 2 * MAP_BLOCKSIZE, csize.Y + 2 * MAP_BLOCKSIZE);
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//// Resolve nodes to be used
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INodeDefManager *ndef = emerge->ndef;
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@ -88,6 +92,11 @@ MapgenV6::MapgenV6(int mapgenid, MapgenParams *params, EmergeManager *emerge)
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c_cobble = ndef->getId("mapgen_cobble");
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c_desert_sand = ndef->getId("mapgen_desert_sand");
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c_desert_stone = ndef->getId("mapgen_desert_stone");
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c_dirt_with_snow = ndef->getId("mapgen_dirt_with_snow");
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c_snow = ndef->getId("mapgen_snow");
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c_snowblock = ndef->getId("mapgen_snowblock");
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c_ice = ndef->getId("mapgen_ice");
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c_mossycobble = ndef->getId("mapgen_mossycobble");
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c_sandbrick = ndef->getId("mapgen_sandstonebrick");
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c_stair_cobble = ndef->getId("mapgen_stair_cobble");
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@ -116,6 +125,7 @@ MapgenV6::~MapgenV6()
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delete noise_mud;
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delete noise_beach;
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delete noise_biome;
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delete noise_humidity;
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delete[] heightmap;
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}
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@ -194,10 +204,8 @@ s16 MapgenV6::find_stone_level(v2s16 p2d)
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s16 y;
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for (y = y_nodes_max; y >= y_nodes_min; y--) {
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MapNode &n = vm->m_data[i];
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content_t c = n.getContent();
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if (c != CONTENT_IGNORE && (
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c == c_stone || c == c_desert_stone))
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content_t c = vm->m_data[i].getContent();
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if (c != CONTENT_IGNORE && (c == c_stone || c == c_desert_stone))
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break;
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vm->m_area.add_y(em, i, -1);
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@ -322,7 +330,8 @@ bool MapgenV6::getHaveBeach(v2s16 p)
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BiomeV6Type MapgenV6::getBiome(v2s16 p)
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{
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int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
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int index = (p.Y - full_node_min.Z) * (ystride + 2 * MAP_BLOCKSIZE)
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+ (p.X - full_node_min.X);
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return getBiome(index, p);
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}
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@ -334,7 +343,9 @@ float MapgenV6::getHumidity(v2s16 p)
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seed+72384, 4, 0.66);
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noise = (noise + 1.0)/2.0;*/
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float noise = NoisePerlin2D(np_humidity, p.X, p.Y, seed);
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int index = (p.Y - full_node_min.Z) * (ystride + 2 * MAP_BLOCKSIZE)
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+ (p.X - full_node_min.X);
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float noise = noise_humidity->result[index];
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if (noise < 0.0)
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noise = 0.0;
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@ -404,16 +415,38 @@ BiomeV6Type MapgenV6::getBiome(int index, v2s16 p)
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seed+9130, 3, 0.50);*/
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float d = noise_biome->result[index];
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float h = noise_humidity->result[index];
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if (spflags & MGV6_SNOWBIOMES) {
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float blend = (spflags & MGV6_BIOMEBLEND) ? noise2d(p.X, p.Y, seed) / 40 : 0;
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if (d > FREQ_HOT + blend) {
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if (h > FREQ_JUNGLE + blend)
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return BT_JUNGLE;
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else
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return BT_DESERT;
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} else if (d < FREQ_SNOW + blend) {
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if (h > FREQ_TAIGA + blend)
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return BT_TAIGA;
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else
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return BT_TUNDRA;
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} else {
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return BT_NORMAL;
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}
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} else {
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if (d > freq_desert)
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return BT_DESERT;
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if ((spflags & MGV6_BIOMEBLEND) &&
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(d > freq_desert - 0.10) &&
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if ((spflags & MGV6_BIOMEBLEND) && (d > freq_desert - 0.10) &&
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((noise2d(p.X, p.Y, seed) + 1.0) > (freq_desert - d) * 20.0))
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return BT_DESERT;
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if ((spflags & MGV6_JUNGLES) && h > 0.75)
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return BT_JUNGLE;
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else
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return BT_NORMAL;
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}
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}
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u32 MapgenV6::get_blockseed(u64 seed, v3s16 p)
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@ -511,17 +544,7 @@ void MapgenV6::makeChunk(BlockMakeData *data)
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dp.np_density = nparams_dungeon_density;
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dp.np_wetness = nparams_dungeon_wetness;
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dp.c_water = c_water_source;
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if (getBiome(0, v2s16(node_min.X, node_min.Z)) == BT_NORMAL) {
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dp.c_cobble = c_cobble;
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dp.c_moss = c_mossycobble;
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dp.c_stair = c_stair_cobble;
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dp.diagonal_dirs = false;
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dp.mossratio = 3.0;
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dp.holesize = v3s16(1, 2, 1);
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dp.roomsize = v3s16(0, 0, 0);
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dp.notifytype = GENNOTIFY_DUNGEON;
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} else {
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if (getBiome(0, v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
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dp.c_cobble = c_sandbrick;
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dp.c_moss = c_sandbrick; // should make this 'cracked sandstone' later
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dp.c_stair = c_stair_sandstone;
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@ -531,6 +554,16 @@ void MapgenV6::makeChunk(BlockMakeData *data)
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dp.holesize = v3s16(2, 3, 2);
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dp.roomsize = v3s16(2, 5, 2);
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dp.notifytype = GENNOTIFY_TEMPLE;
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} else {
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dp.c_cobble = c_cobble;
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dp.c_moss = c_mossycobble;
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dp.c_stair = c_stair_cobble;
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dp.diagonal_dirs = false;
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dp.mossratio = 3.0;
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dp.holesize = v3s16(1, 2, 1);
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dp.roomsize = v3s16(0, 0, 0);
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dp.notifytype = GENNOTIFY_DUNGEON;
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}
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DungeonGen dgen(this, &dp);
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@ -540,7 +573,7 @@ void MapgenV6::makeChunk(BlockMakeData *data)
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// Add top and bottom side of water to transforming_liquid queue
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updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
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// Grow grass
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// Add surface nodes
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growGrass();
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// Generate some trees, and add grass, if a jungle
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@ -565,6 +598,8 @@ void MapgenV6::calculateNoise()
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{
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int x = node_min.X;
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int z = node_min.Z;
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int fx = full_node_min.X;
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int fz = full_node_min.Z;
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if (!(flags & MG_FLAT)) {
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noise_terrain_base->perlinMap2D_PO(x, 0.5, z, 0.5);
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@ -575,7 +610,11 @@ void MapgenV6::calculateNoise()
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}
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noise_beach->perlinMap2D_PO(x, 0.2, z, 0.7);
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noise_biome->perlinMap2D_PO(x, 0.6, z, 0.2);
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noise_biome->perlinMap2D_PO(fx, 0.6, fz, 0.2);
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noise_humidity->perlinMap2D_PO(fx, 0.0, fz, 0.0);
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// Humidity map does not need range limiting 0 to 1,
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// only humidity at point does
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}
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@ -584,9 +623,10 @@ int MapgenV6::generateGround()
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//TimeTaker timer1("Generating ground level");
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MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
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MapNode n_stone(c_stone), n_desert_stone(c_desert_stone);
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MapNode n_ice(c_ice);
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int stone_surface_max_y = -MAP_GENERATION_LIMIT;
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u32 index = 0;
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u32 index = 0;
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for (s16 z = node_min.Z; z <= node_max.Z; z++)
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for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
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// Surface height
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@ -596,7 +636,7 @@ int MapgenV6::generateGround()
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if (surface_y > stone_surface_max_y)
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stone_surface_max_y = surface_y;
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BiomeV6Type bt = getBiome(index, v2s16(x, z));
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BiomeV6Type bt = getBiome(v2s16(x, z));
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// Fill ground with stone
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v3s16 em = vm->m_area.getExtent();
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@ -608,7 +648,9 @@ int MapgenV6::generateGround()
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&& bt == BT_DESERT) ?
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n_desert_stone : n_stone;
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} else if (y <= water_level) {
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vm->m_data[i] = n_water_source;
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vm->m_data[i] = (y >= ICE_BASE
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&& bt == BT_TUNDRA) ?
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n_ice : n_water_source;
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} else {
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vm->m_data[i] = n_air;
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}
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@ -642,7 +684,7 @@ void MapgenV6::addMud()
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if (surface_y == vm->m_area.MinEdge.Y - 1)
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continue;
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BiomeV6Type bt = getBiome(index, v2s16(x, z));
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BiomeV6Type bt = getBiome(v2s16(x, z));
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addnode = (bt == BT_DESERT) ? n_desert_sand : n_dirt;
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if (bt == BT_DESERT && surface_y + mud_add_amount <= water_level + 1) {
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@ -650,25 +692,25 @@ void MapgenV6::addMud()
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} else if (mud_add_amount <= 0) {
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mud_add_amount = 1 - mud_add_amount;
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addnode = n_gravel;
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} else if (bt == BT_NORMAL && getHaveBeach(index) &&
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} else if (bt != BT_DESERT && getHaveBeach(index) &&
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surface_y + mud_add_amount <= water_level + 2) {
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addnode = n_sand;
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}
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if (bt == BT_DESERT && surface_y > 20)
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if ((bt == BT_DESERT || bt == BT_TUNDRA) && surface_y > 20)
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mud_add_amount = MYMAX(0, mud_add_amount - (surface_y - 20) / 5);
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// If topmost node is grass, change it to mud. It might be if it was
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/* If topmost node is grass, change it to mud. It might be if it was
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// flown to there from a neighboring chunk and then converted.
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u32 i = vm->m_area.index(x, surface_y, z);
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if (vm->m_data[i].getContent() == c_dirt_with_grass)
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vm->m_data[i] = n_dirt;
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vm->m_data[i] = n_dirt;*/
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// Add mud on ground
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s16 mudcount = 0;
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v3s16 em = vm->m_area.getExtent();
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s16 y_start = surface_y + 1;
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i = vm->m_area.index(x, y_start, z);
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u32 i = vm->m_area.index(x, y_start, z);
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for (s16 y = y_start; y <= node_max.Y; y++) {
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if (mudcount >= mud_add_amount)
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break;
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@ -685,7 +727,7 @@ void MapgenV6::addMud()
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void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos)
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{
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// 340ms @cs=8
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TimeTaker timer1("flow mud");
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//TimeTaker timer1("flow mud");
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// Iterate a few times
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for (s16 k = 0; k < 3; k++) {
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@ -704,11 +746,9 @@ void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos)
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u32 i = vm->m_area.index(p2d.X, node_max.Y, p2d.Y);
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s16 y = node_max.Y;
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while(y >= node_min.Y)
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{
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while (y >= node_min.Y) {
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for(;; y--)
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{
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for (;; y--) {
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MapNode *n = NULL;
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// Find mud
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for (; y >= node_min.Y; y--) {
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@ -727,8 +767,7 @@ void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos)
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break;
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if (n->getContent() == c_dirt ||
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n->getContent() == c_dirt_with_grass)
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{
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n->getContent() == c_dirt_with_grass) {
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// Make it exactly mud
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n->setContent(c_dirt);
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@ -857,21 +896,22 @@ void MapgenV6::placeTreesAndJungleGrass()
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node_min.Z + sidelen + sidelen * z0 - 1
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);
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// Amount of trees, jungle area
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u32 tree_count = area * getTreeAmount(p2d_center);
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// Get biome at center position of part of division
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BiomeV6Type bt = getBiome(p2d_center);
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float humidity;
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bool is_jungle = false;
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if (spflags & MGV6_JUNGLES) {
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humidity = getHumidity(p2d_center);
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if (humidity > 0.75) {
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is_jungle = true;
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// Amount of trees
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u32 tree_count;
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if (bt == BT_JUNGLE || bt == BT_TAIGA || bt == BT_NORMAL) {
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tree_count = area * getTreeAmount(p2d_center);
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if (bt == BT_JUNGLE)
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tree_count *= 4;
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}
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} else {
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tree_count = 0;
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}
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// Add jungle grass
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if (is_jungle) {
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if (bt == BT_JUNGLE) {
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float humidity = getHumidity(p2d_center);
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u32 grass_count = 5 * humidity * tree_count;
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for (u32 i = 0; i < grass_count; i++) {
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s16 x = grassrandom.range(p2d_min.X, p2d_max.X);
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@ -907,17 +947,20 @@ void MapgenV6::placeTreesAndJungleGrass()
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// Trees grow only on mud and grass
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{
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u32 i = vm->m_area.index(p);
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MapNode *n = &vm->m_data[i];
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if (n->getContent() != c_dirt &&
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n->getContent() != c_dirt_with_grass)
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content_t c = vm->m_data[i].getContent();
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if (c != c_dirt &&
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c != c_dirt_with_grass &&
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c != c_dirt_with_snow)
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continue;
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}
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p.Y++;
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// Make a tree
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if (is_jungle) {
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if (bt == BT_JUNGLE) {
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treegen::make_jungletree(*vm, p, ndef, myrand());
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} else {
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} else if (bt == BT_TAIGA) {
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treegen::make_pine_tree(*vm, p, ndef, myrand());
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} else if (bt == BT_NORMAL) {
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bool is_apple_tree = (myrand_range(0, 3) == 0) &&
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getHaveAppleTree(v2s16(x, z));
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treegen::make_tree(*vm, p, is_apple_tree, ndef, myrand());
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@ -928,32 +971,54 @@ void MapgenV6::placeTreesAndJungleGrass()
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}
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void MapgenV6::growGrass()
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void MapgenV6::growGrass() // Add surface nodes
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{
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MapNode n_dirt_with_grass(c_dirt_with_grass);
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MapNode n_dirt_with_snow(c_dirt_with_snow);
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MapNode n_snowblock(c_snowblock);
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MapNode n_snow(c_snow);
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v3s16 em = vm->m_area.getExtent();
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u32 index = 0;
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for (s16 z = full_node_min.Z; z <= full_node_max.Z; z++)
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for (s16 x = full_node_min.X; x <= full_node_max.X; x++) {
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for (s16 x = full_node_min.X; x <= full_node_max.X; x++, index++) {
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// Find the lowest surface to which enough light ends up to make
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// grass grow. Basically just wait until not air and not leaves.
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s16 surface_y = 0;
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{
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v3s16 em = vm->m_area.getExtent();
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u32 i = vm->m_area.index(x, node_max.Y, z);
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s16 y;
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// Go to ground level
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for (y = node_max.Y; y >= full_node_min.Y; y--) {
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MapNode &n = vm->m_data[i];
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if (ndef->get(n).param_type != CPT_LIGHT ||
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ndef->get(n).liquid_type != LIQUID_NONE)
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ndef->get(n).liquid_type != LIQUID_NONE ||
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n.getContent() == c_ice)
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break;
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vm->m_area.add_y(em, i, -1);
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}
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surface_y = (y >= full_node_min.Y) ? y : full_node_min.Y;
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}
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BiomeV6Type bt = getBiome(index, v2s16(x, z));
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u32 i = vm->m_area.index(x, surface_y, z);
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MapNode *n = &vm->m_data[i];
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if (n->getContent() == c_dirt && surface_y >= water_level - 20)
|
||||
n->setContent(c_dirt_with_grass);
|
||||
content_t c = vm->m_data[i].getContent();
|
||||
if (surface_y >= water_level - 20) {
|
||||
if (bt == BT_TAIGA && c == c_dirt) {
|
||||
vm->m_data[i] = n_snowblock;
|
||||
vm->m_area.add_y(em, i, -1);
|
||||
vm->m_data[i] = n_dirt_with_snow;
|
||||
} else if (bt == BT_TUNDRA) {
|
||||
if (c == c_dirt) {
|
||||
vm->m_data[i] = n_dirt_with_snow;
|
||||
} else if (c == c_stone) {
|
||||
vm->m_area.add_y(em, i, 1);
|
||||
vm->m_data[i] = n_snow;
|
||||
}
|
||||
} else if (c == c_dirt) {
|
||||
vm->m_data[i] = n_dirt_with_grass;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -25,11 +25,17 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
|
||||
#define AVERAGE_MUD_AMOUNT 4
|
||||
#define DESERT_STONE_BASE -32
|
||||
#define ICE_BASE 0
|
||||
#define FREQ_HOT 0.4
|
||||
#define FREQ_SNOW -0.4
|
||||
#define FREQ_TAIGA 0.5
|
||||
#define FREQ_JUNGLE 0.7
|
||||
|
||||
/////////////////// Mapgen V6 flags
|
||||
//////////// Mapgen V6 flags
|
||||
#define MGV6_JUNGLES 0x01
|
||||
#define MGV6_BIOMEBLEND 0x02
|
||||
#define MGV6_MUDFLOW 0x04
|
||||
#define MGV6_SNOWBIOMES 0x08
|
||||
|
||||
|
||||
extern FlagDesc flagdesc_mapgen_v6[];
|
||||
@ -38,9 +44,13 @@ extern FlagDesc flagdesc_mapgen_v6[];
|
||||
enum BiomeV6Type
|
||||
{
|
||||
BT_NORMAL,
|
||||
BT_DESERT
|
||||
BT_DESERT,
|
||||
BT_JUNGLE,
|
||||
BT_TUNDRA,
|
||||
BT_TAIGA,
|
||||
};
|
||||
|
||||
|
||||
struct MapgenV6Params : public MapgenSpecificParams {
|
||||
u32 spflags;
|
||||
float freq_desert;
|
||||
@ -64,6 +74,7 @@ struct MapgenV6Params : public MapgenSpecificParams {
|
||||
void writeParams(Settings *settings) const;
|
||||
};
|
||||
|
||||
|
||||
class MapgenV6 : public Mapgen {
|
||||
public:
|
||||
EmergeManager *m_emerge;
|
||||
@ -85,6 +96,7 @@ public:
|
||||
Noise *noise_mud;
|
||||
Noise *noise_beach;
|
||||
Noise *noise_biome;
|
||||
Noise *noise_humidity;
|
||||
NoiseParams *np_cave;
|
||||
NoiseParams *np_humidity;
|
||||
NoiseParams *np_trees;
|
||||
@ -102,6 +114,10 @@ public:
|
||||
content_t c_cobble;
|
||||
content_t c_desert_sand;
|
||||
content_t c_desert_stone;
|
||||
content_t c_dirt_with_snow;
|
||||
content_t c_snow;
|
||||
content_t c_snowblock;
|
||||
content_t c_ice;
|
||||
|
||||
content_t c_mossycobble;
|
||||
content_t c_sandbrick;
|
||||
@ -145,6 +161,7 @@ public:
|
||||
virtual void generateCaves(int max_stone_y);
|
||||
};
|
||||
|
||||
|
||||
struct MapgenFactoryV6 : public MapgenFactory {
|
||||
Mapgen *createMapgen(int mgid, MapgenParams *params, EmergeManager *emerge)
|
||||
{
|
||||
@ -157,4 +174,5 @@ struct MapgenFactoryV6 : public MapgenFactory {
|
||||
};
|
||||
};
|
||||
|
||||
|
||||
#endif
|
||||
|
Loading…
Reference in New Issue
Block a user