本文整理汇总了PHP中pocketmine\entity\Human::__construct方法的典型用法代码示例。如果您正苦于以下问题:PHP Human::__construct方法的具体用法?PHP Human::__construct怎么用?PHP Human::__construct使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类pocketmine\entity\Human
的用法示例。
在下文中一共展示了Human::__construct方法的8个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的PHP代码示例。
示例1: __construct
/**
* @param Vector3 $v
* @param mixed $data
* @param int $id
* @param FullChunk $chunk
*/
public function __construct($v, $data, $id = -2, $chunk = null)
{
$this->data = $data;
if (!$v instanceof Vector3) {
if ($v instanceof FullChunk) {
$v->removeEntity($this);
}
throw new \RuntimeException("BadConstructCustomHuman");
}
$nbt = new Compound();
$nbt->Pos = new Enum("Motion", [new Double(0, $v->x), new Double(1, $v->y), new Double(2, $v->z)]);
$nbt->Motion = new Enum("Motion", [new Double(0, 0), new Double(1, 0), new Double(2, 0)]);
$nbt->Rotation = new Enum("Rotation", [new Float(0, $this->getDefaultYaw()), new Float(1, $this->getDefaultPitch())]);
$nbt->FallDistance = new Float("FallDistance", 0);
$nbt->Fire = new Short("Fire", 0);
$nbt->Air = new Short("Air", 0);
$nbt->OnGround = new Byte("OnGround", 1);
$nbt->Invulnerable = new Byte("Invulnerable", 1);
$nbt->Health = new Short("Health", 20);
$nbt->NameTag = $this->getDefaultName();
$nbt->Inventory = new Enum("Inventory", []);
$nbt->Inventory->setTagType(NBT::TAG_Compound);
$this->inventory = new PlayerInventory($this);
$this->setSkin($this->getDefaultSkin());
parent::__construct($chunk, $nbt);
}
示例2: processLogin
protected function processLogin()
{
if (!$this->server->isWhitelisted(strtolower($this->getName()))) {
$this->close($this->getLeaveMessage(), "Server is white-listed");
return;
} elseif ($this->server->getNameBans()->isBanned(strtolower($this->getName())) or $this->server->getIPBans()->isBanned($this->getAddress())) {
$this->close($this->getLeaveMessage(), "You are banned");
return;
}
if ($this->hasPermission(Server::BROADCAST_CHANNEL_USERS)) {
$this->server->getPluginManager()->subscribeToPermission(Server::BROADCAST_CHANNEL_USERS, $this);
}
if ($this->hasPermission(Server::BROADCAST_CHANNEL_ADMINISTRATIVE)) {
$this->server->getPluginManager()->subscribeToPermission(Server::BROADCAST_CHANNEL_ADMINISTRATIVE, $this);
}
foreach ($this->server->getOnlinePlayers() as $p) {
if ($p !== $this and strtolower($p->getName()) === strtolower($this->getName())) {
if ($p->kick("logged in from another location") === false) {
$this->close($this->getLeaveMessage(), "Logged in from another location");
return;
}
} elseif ($p->loggedIn and $this->getUniqueId()->equals($p->getUniqueId())) {
if ($p->kick("logged in from another location") === false) {
$this->close($this->getLeaveMessage(), "Logged in from another location");
return;
}
}
}
$nbt = $this->server->getOfflinePlayerData($this->username);
if (!isset($nbt->NameTag)) {
$nbt->NameTag = new String("NameTag", $this->username);
} else {
$nbt["NameTag"] = $this->username;
}
$this->gamemode = $nbt["playerGameType"] & 0x3;
if ($this->server->getForceGamemode()) {
$this->gamemode = $this->server->getGamemode();
$nbt->playerGameType = new Int("playerGameType", $this->gamemode);
}
$this->allowFlight = $this->isCreative();
if (($level = $this->server->getLevelByName($nbt["Level"])) === null) {
$this->setLevel($this->server->getDefaultLevel());
$nbt["Level"] = $this->level->getName();
$nbt["Pos"][0] = $this->level->getSpawnLocation()->x;
$nbt["Pos"][1] = $this->level->getSpawnLocation()->y;
$nbt["Pos"][2] = $this->level->getSpawnLocation()->z;
} else {
$this->setLevel($level);
}
if (!$nbt instanceof Compound) {
$this->close($this->getLeaveMessage(), "Invalid data");
return;
}
$this->achievements = [];
/** @var Byte $achievement */
foreach ($nbt->Achievements as $achievement) {
$this->achievements[$achievement->getName()] = $achievement->getValue() > 0 ? true : false;
}
$nbt->lastPlayed = new Long("lastPlayed", floor(microtime(true) * 1000));
if ($this->server->getAutoSave()) {
$this->server->saveOfflinePlayerData($this->username, $nbt, true);
}
parent::__construct($this->level->getChunk($nbt["Pos"][0] >> 4, $nbt["Pos"][2] >> 4, true), $nbt);
$this->loggedIn = true;
$this->server->addOnlinePlayer($this);
$this->server->getPluginManager()->callEvent($ev = new PlayerLoginEvent($this, "Plugin reason"));
if ($ev->isCancelled()) {
$this->close($this->getLeaveMessage(), $ev->getKickMessage());
return;
}
if ($this->isCreative()) {
$this->inventory->setHeldItemSlot(0);
} else {
$this->inventory->setHeldItemSlot($this->inventory->getHotbarSlotIndex(0));
}
$pk = new PlayStatusPacket();
$pk->status = PlayStatusPacket::LOGIN_SUCCESS;
$this->dataPacket($pk);
if ($this->spawnPosition === null and isset($this->namedtag->SpawnLevel) and ($level = $this->server->getLevelByName($this->namedtag["SpawnLevel"])) instanceof Level) {
$this->spawnPosition = new Position($this->namedtag["SpawnX"], $this->namedtag["SpawnY"], $this->namedtag["SpawnZ"], $level);
}
$spawnPosition = $this->getSpawn();
$pk = new StartGamePacket();
$pk->seed = -1;
$pk->dimension = 0;
$pk->x = $this->x;
$pk->y = $this->y;
$pk->z = $this->z;
$pk->spawnX = (int) $spawnPosition->x;
$pk->spawnY = (int) $spawnPosition->y;
$pk->spawnZ = (int) $spawnPosition->z;
$pk->generator = 1;
//0 old, 1 infinite, 2 flat
$pk->gamemode = $this->gamemode & 0x1;
$pk->eid = 0;
//Always use EntityID as zero for the actual player
$this->dataPacket($pk);
$pk = new SetTimePacket();
$pk->time = $this->level->getTime();
$pk->started = $this->level->stopTime == false;
//.........这里部分代码省略.........
示例3: handleDataPacket
//.........这里部分代码省略.........
}
}
$nbt = $this->server->getOfflinePlayerData($this->username);
if (!isset($nbt->NameTag)) {
$nbt->NameTag = new String("NameTag", $this->username);
} else {
$nbt["NameTag"] = $this->username;
}
$this->gamemode = $nbt["playerGameType"] & 0x3;
if ($this->server->getForceGamemode()) {
$this->gamemode = $this->server->getGamemode();
$nbt->playerGameType = new Int("playerGameType", $this->gamemode);
}
$this->allowFlight = $this->isCreative();
if (($level = $this->server->getLevelByName($nbt["Level"])) === null) {
$this->setLevel($this->server->getDefaultLevel(), true);
$nbt["Level"] = $this->level->getName();
$nbt["Pos"][0] = $this->level->getSpawnLocation()->x;
$nbt["Pos"][1] = $this->level->getSpawnLocation()->y;
$nbt["Pos"][2] = $this->level->getSpawnLocation()->z;
} else {
$this->setLevel($level, true);
}
if (!$nbt instanceof Compound) {
$this->close(TextFormat::YELLOW . $this->username . " has left the game", "Corrupt joining data, check your connection.");
return;
}
$this->achievements = [];
/** @var Byte $achievement */
foreach ($nbt->Achievements as $achievement) {
$this->achievements[$achievement->getName()] = $achievement->getValue() > 0 ? true : false;
}
$nbt->lastPlayed = new Long("lastPlayed", floor(microtime(true) * 1000));
parent::__construct($this->level->getChunk($nbt["Pos"][0] >> 4, $nbt["Pos"][2] >> 4, true), $nbt);
$this->loggedIn = true;
$this->server->addOnlinePlayer($this);
$this->server->getPluginManager()->callEvent($ev = new PlayerLoginEvent($this, "Plugin reason"));
if ($ev->isCancelled()) {
$this->close(TextFormat::YELLOW . $this->username . " has left the game", $ev->getKickMessage());
return;
}
if ($this->isCreative()) {
$this->inventory->setHeldItemSlot(0);
} else {
$this->inventory->setHeldItemSlot($this->inventory->getHotbarSlotIndex(0));
}
$pk = new PlayStatusPacket();
$pk->status = PlayStatusPacket::LOGIN_SUCCESS;
$this->dataPacket($pk);
$this->server->sendFullPlayerListData($this);
$this->server->sendRecipeList($this);
$this->uuid = $packet->clientUUID;
$this->rawUUID = $this->uuid->toBinary();
$this->clientSecret = $packet->clientSecret;
if ($this->spawnPosition === null and isset($this->namedtag->SpawnLevel) and ($level = $this->server->getLevelByName($this->namedtag["SpawnLevel"])) instanceof Level) {
$this->spawnPosition = new Position($this->namedtag["SpawnX"], $this->namedtag["SpawnY"], $this->namedtag["SpawnZ"], $level);
}
$spawnPosition = $this->getSpawn();
$pk = new StartGamePacket();
$pk->seed = -1;
$pk->x = $this->x;
$pk->y = $this->y;
$pk->z = $this->z;
$pk->spawnX = (int) $spawnPosition->x;
$pk->spawnY = (int) $spawnPosition->y;
$pk->spawnZ = (int) $spawnPosition->z;
示例4: __construct
public function __construct(FullChunk $chunk, CompoundTag $nbt, $targetPlayer = null, $plugin = null)
{
// if $targetPlayer is null pocketmine is probably trying to refload a saved
// version of this entity which we do not want anymore - as it is not cancellable ( I think ? )
// just let it create and the update function will despawn the entity immediatley when it finds
// it to have no targetPlayer
if (is_null($targetPlayer)) {
parent::__construct($chunk, $nbt);
$this->close();
return;
}
// if targetPlayer was set we can create chunk and nbt values outselves
$this->plugin = $plugin;
$name = "Herobrine";
// $IsSlim = $targetPlayer->isSkinSlim();
$playerX = $targetPlayer->getX();
$playerY = $targetPlayer->getY();
$playerZ = $targetPlayer->getZ();
$outX = round($playerX, 1);
$outY = round($playerY, 1);
$outZ = round($playerZ, 1);
// echo "Playerpos $playerX, $playerY, $playerZ" . PHP_EOL; // DEBUG
$playerLevel = $targetPlayer->getLevel()->getName();
$playerYaw = $targetPlayer->getYaw();
$playerPitch = $targetPlayer->getPitch();
$humanInv = $targetPlayer->getInventory();
$pHealth = 99;
// get a nice place to spawn
if (rand(1, 2) == 1) {
$provisional_spawnloc = new Vector3($playerX + rand(15, 20), $playerY, $playerZ + rand(15, 20));
} else {
$provisional_spawnloc = new Vector3($playerX - rand(15, 20), $playerY, $playerZ - rand(15, 20));
}
$spawnloc = $targetPlayer->getLevel()->getSafeSpawn($provisional_spawnloc);
$outX = $spawnloc->x;
$outY = $spawnloc->y;
// 0,5
$outZ = $spawnloc->z;
// echo "Spawnpos $outX, $outY, $outZ" . PHP_EOL; // DEBUG
$nbt = new CompoundTag();
$motion = new Vector3(0, 0, 0);
$nbt->Pos = new ListTag("Pos", [new DoubleTag("", $outX), new DoubleTag("", $outY), new DoubleTag("", $outZ)]);
$nbt->Motion = new ListTag("Motion", [new DoubleTag("", $motion->x), new DoubleTag("", $motion->y), new DoubleTag("", $motion->z)]);
$nbt->Rotation = new ListTag("Rotation", [new FloatTag("", $playerYaw), new FloatTag("", $playerPitch)]);
$nbt->Health = new ShortTag("Health", $pHealth);
$nbt->Inventory = new ListTag("Inventory", $humanInv);
$nbt->NameTag = new StringTag("name", " ");
$nbt->Invulnerable = new ByteTag("Invulnerable", 1);
$nbt->CustomTestTag = new ByteTag("CustomTestTag", 1);
$nbt->Skin = new CompoundTag("Skin", ["Data" => new StringTag("Data", file_get_contents($this->plugin->getDataFolder() . "/herobrine.skin")), "Slim" => new ByteTag("Slim", 0)]);
parent::__construct($targetPlayer->getLevel()->getChunk($playerX >> 4, $playerZ >> 4), $nbt);
$this->perm = new PermissibleBase($this);
$this->setNameTagVisible(false);
$this->setSkin(file_get_contents($this->plugin->getDataFolder() . "/herobrine.skin"), false);
$this->setTargetPlayer($targetPlayer);
$this->spawnToAll();
$this->timespawned = time();
}
示例5: __construct
public function __construct(FullChunk $chunk, CompoundTag $nbt, $targetPlayer = null, $entityToCopyCoords = null, $plugin = null)
{
// if $targetPlayer is null pocketmine is probably trying to reload a saved
// version of this entity which we do not want anymore - as it is not cancellable ( I think ? )
// just let it create and the update function will despawn the entity immediatley when it finds
// it to have no targetPlayer
if (is_null($targetPlayer)) {
Server::getInstance()->getLogger()->info(Main::PREFIX . " and old Undead NPC was loaded - despawning");
parent::__construct($chunk, $nbt);
$this->close();
return;
}
// if targetPlayer was set we can create chunk and nbt values outselves
$this->plugin = $plugin;
$this->thisname = "Undead " . $targetPlayer->getName();
$name = $this->thisname;
//$IsSlim = $targetPlayer->isSkinSlim();
$playerX = $entityToCopyCoords->getX();
$playerY = $entityToCopyCoords->getY();
$playerZ = $entityToCopyCoords->getZ();
$outX = round($playerX, 1);
$outY = round($playerY, 1);
$outZ = round($playerZ, 1);
$playerLevel = $entityToCopyCoords->getLevel()->getName();
$playerYaw = $entityToCopyCoords->getYaw();
$playerPitch = $entityToCopyCoords->getPitch();
$humanInv = $targetPlayer->getInventory();
$pHealth = 1;
$pHeldItem = $targetPlayer->getInventory()->getItemInHand();
$nbt = new CompoundTag();
$motion = new Vector3(0, 0, 0);
$nbt->Pos = new ListTag("Pos", [new DoubleTag("", $outX), new DoubleTag("", $outY), new DoubleTag("", $outZ)]);
$nbt->Motion = new ListTag("Motion", [new DoubleTag("", $motion->x), new DoubleTag("", $motion->y), new DoubleTag("", $motion->z)]);
$nbt->Rotation = new ListTag("Rotation", [new FloatTag("", $playerYaw), new FloatTag("", $playerPitch)]);
$nbt->Health = new ShortTag("Health", $pHealth);
$nbt->Inventory = new ListTag("Inventory", $humanInv);
$nbt->NameTag = new StringTag("name", $this->thisname);
//$nbt->Invulnerable = new ByteTag("Invulnerable", 0);
$nbt->CustomTestTag = new ByteTag("CustomTestTag", 1);
// get skin and make scary
$skindata = $targetPlayer->getSkinData();
$skindata = $this->negaskin($skindata);
$nbt->Skin = new CompoundTag("Skin", ["Data" => new StringTag("Data", $skindata)]);
parent::__construct($targetPlayer->getLevel()->getChunk($playerX >> 4, $playerZ >> 4), $nbt);
$this->perm = new PermissibleBase($this);
$this->setSkin($skindata, false);
$this->setTargetPlayer($targetPlayer);
$this->getInventory()->setHeldItemSlot(0);
$this->getInventory()->setItemInHand(Item::get(267));
$this->spawnToAll();
Server::getInstance()->getLogger()->info(Main::PREFIX . $this->thisname . " spawned");
}
示例6: handleDataPacket
//.........这里部分代码省略.........
}
}
$nbt = $this->server->getOfflinePlayerData($this->username);
if (!isset($nbt->NameTag)) {
$nbt->NameTag = new String("NameTag", $this->username);
} else {
$nbt["NameTag"] = $this->username;
}
$this->gamemode = $nbt["playerGameType"] & 0x3;
if ($this->server->getForceGamemode()) {
$this->gamemode = $this->server->getGamemode();
$nbt->playerGameType = new Int("playerGameType", $this->gamemode);
}
if (($level = $this->server->getLevelByName($nbt["Level"])) === null) {
$this->setLevel($this->server->getDefaultLevel(), true);
$nbt["Level"] = $this->level->getName();
$nbt["Pos"][0] = $this->level->getSpawnLocation()->x;
$nbt["Pos"][1] = $this->level->getSpawnLocation()->y;
$nbt["Pos"][2] = $this->level->getSpawnLocation()->z;
} else {
$this->setLevel($level, true);
}
if (!$nbt instanceof Compound) {
$this->close(TextFormat::YELLOW . $this->username . " has left the game", "Invalid data");
return;
}
$this->achievements = [];
/** @var Byte $achievement */
foreach ($nbt->Achievements as $achievement) {
$this->achievements[$achievement->getName()] = $achievement->getValue() > 0 ? true : false;
}
$nbt["lastPlayed"] = floor(microtime(true) * 1000);
$this->server->saveOfflinePlayerData($this->username, $nbt);
parent::__construct($this->level->getChunk($nbt["Pos"][0] >> 4, $nbt["Pos"][2] >> 4, true), $nbt);
$this->loggedIn = true;
$this->server->getPluginManager()->callEvent($ev = new PlayerLoginEvent($this, "Plugin reason"));
if ($ev->isCancelled()) {
$this->close(TextFormat::YELLOW . $this->username . " has left the game", $ev->getKickMessage());
return;
}
if ($this->isCreative()) {
$this->inventory->setHeldItemSlot(0);
} else {
$this->inventory->setHeldItemSlot(0);
}
$pk = new LoginStatusPacket();
$pk->status = 0;
$this->dataPacket($pk);
if ($this->spawnPosition === null and isset($this->namedtag->SpawnLevel) and ($level = $this->server->getLevelByName($this->namedtag["SpawnLevel"])) instanceof Level) {
$this->spawnPosition = new Position($this->namedtag["SpawnX"], $this->namedtag["SpawnY"], $this->namedtag["SpawnZ"], $level);
}
$spawnPosition = $this->getSpawn();
$this->dead = false;
$pk = new StartGamePacket();
$pk->seed = $this->level->getSeed();
$pk->x = $this->x;
$pk->y = $this->y;
$pk->z = $this->z;
$pk->spawnX = (int) $spawnPosition->x;
$pk->spawnY = (int) $spawnPosition->y;
$pk->spawnZ = (int) $spawnPosition->z;
$pk->generator = 1;
//0 old, 1 infinite, 2 flat
$pk->gamemode = $this->gamemode & 0x1;
$pk->eid = 0;
//Always use EntityID as zero for the actual player
示例7: processLogin
protected function processLogin()
{
if (!$this->server->isWhitelisted(strtolower($this->getName()))) {
$this->close($this->getLeaveMessage(), "Server is white-listed");
return;
} elseif ($this->server->getNameBans()->isBanned(strtolower($this->getName())) or $this->server->getIPBans()->isBanned($this->getAddress())) {
$this->close($this->getLeaveMessage(), "You are banned");
return;
}
if ($this->hasPermission(Server::BROADCAST_CHANNEL_USERS)) {
$this->server->getPluginManager()->subscribeToPermission(Server::BROADCAST_CHANNEL_USERS, $this);
}
if ($this->hasPermission(Server::BROADCAST_CHANNEL_ADMINISTRATIVE)) {
$this->server->getPluginManager()->subscribeToPermission(Server::BROADCAST_CHANNEL_ADMINISTRATIVE, $this);
}
foreach ($this->server->getOnlinePlayers() as $p) {
if ($p !== $this and strtolower($p->getName()) === strtolower($this->getName())) {
if ($p->kick("logged in from another location") === false) {
$this->close($this->getLeaveMessage(), "Logged in from another location");
return;
}
} elseif ($p->loggedIn and $this->getUniqueId()->equals($p->getUniqueId())) {
if ($p->kick("logged in from another location") === false) {
$this->close($this->getLeaveMessage(), "Logged in from another location");
return;
}
}
}
$nbt = $this->server->getOfflinePlayerData($this->username);
$this->playedBefore = $nbt["lastPlayed"] - $nbt["firstPlayed"] > 1;
// microtime(true) - microtime(true) may have less than one millisecond difference
if (!isset($nbt->NameTag)) {
$nbt->NameTag = new StringTag("NameTag", $this->username);
} else {
$nbt["NameTag"] = $this->username;
}
$this->gamemode = $nbt["playerGameType"] & 0x3;
if ($this->server->getForceGamemode()) {
$this->gamemode = $this->server->getGamemode();
$nbt->playerGameType = new IntTag("playerGameType", $this->gamemode);
}
$this->allowFlight = (bool) ($this->gamemode & 0x1);
if (($level = $this->server->getLevelByName($nbt["Level"])) === null) {
$this->setLevel($this->server->getDefaultLevel());
$nbt["Level"] = $this->level->getName();
$nbt["Pos"][0] = $this->level->getSpawnLocation()->x;
$nbt["Pos"][1] = $this->level->getSpawnLocation()->y;
$nbt["Pos"][2] = $this->level->getSpawnLocation()->z;
} else {
$this->setLevel($level);
}
if (!$nbt instanceof CompoundTag) {
$this->close($this->getLeaveMessage(), "Invalid data");
return;
}
$this->achievements = [];
/** @var ByteTag $achievement */
foreach ($nbt->Achievements as $achievement) {
$this->achievements[$achievement->getName()] = $achievement->getValue() > 0 ? true : false;
}
$nbt->lastPlayed = new LongTag("lastPlayed", floor(microtime(true) * 1000));
if ($this->server->getAutoSave()) {
$this->server->saveOfflinePlayerData($this->username, $nbt, true);
}
parent::__construct($this->level->getChunk($nbt["Pos"][0] >> 4, $nbt["Pos"][2] >> 4, true), $nbt);
$this->loggedIn = true;
$this->server->addOnlinePlayer($this);
$this->server->getPluginManager()->callEvent($ev = new PlayerLoginEvent($this, "Plugin reason"));
if ($ev->isCancelled()) {
$this->close($this->getLeaveMessage(), $ev->getKickMessage());
return;
}
if ($this->isCreative()) {
$this->inventory->setHeldItemSlot(0);
} else {
$this->inventory->setHeldItemSlot($this->inventory->getHotbarSlotIndex(0));
}
$this->dataPacket(new ResourcePacksInfoPacket());
if (!$this->hasValidSpawnPosition() and isset($this->namedtag->SpawnLevel) and ($level = $this->server->getLevelByName($this->namedtag["SpawnLevel"])) instanceof Level) {
$this->spawnPosition = new WeakPosition($this->namedtag["SpawnX"], $this->namedtag["SpawnY"], $this->namedtag["SpawnZ"], $level);
}
$spawnPosition = $this->getSpawn();
$pk = new StartGamePacket();
$pk->entityUniqueId = 0;
$pk->entityRuntimeId = 0;
$pk->x = $this->x;
$pk->y = $this->y;
$pk->z = $this->z;
$pk->seed = -1;
$pk->dimension = 0;
//TODO: implement this properly
$pk->gamemode = $this->gamemode & 0x1;
$pk->difficulty = $this->server->getDifficulty();
$pk->spawnX = $spawnPosition->getFloorX();
$pk->spawnY = $spawnPosition->getFloorY();
$pk->spawnZ = $spawnPosition->getFloorZ();
$pk->hasBeenLoadedInCreative = 1;
$pk->dayCycleStopTime = -1;
//TODO: implement this properly
$pk->eduMode = 0;
//.........这里部分代码省略.........
示例8: __construct
public function __construct($player)
{
parent::__construct($player->getLevel()->getChunk($player->x >> 4, $player->z >> 4), new Compound("", ["Pos" => new Enum("Pos", [new Double("", 0), new Double("", 0), new Double("", 0)]), "Motion" => new Enum("Motion", [new Double("", 0), new Double("", 0), new Double("", 0)]), "Rotation" => new Enum("Rotation", [new Float("", 0), new Float("", 0)])]));
$this->player = $player;
$this->inventory = new PlayerInventory($this);
}