FIRE-30873: Burninate BD posing components
parent
a512c01157
commit
471fc38b7f
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@ -169,16 +169,6 @@ public:
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S32 mJointNum;
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// <FS> [FIRE-30873]: Poser
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LLQuaternion mNextRotation;
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LLQuaternion mTargetRotation;
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LLQuaternion mLastRotation;
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LLVector3 mNextPosition;
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LLVector3 mTargetPosition;
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LLVector3 mLastPosition;
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bool mHasPosition;
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// </FS>
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// child joints
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typedef std::vector<LLJoint*> joints_t;
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joints_t mChildren;
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@ -294,29 +284,6 @@ public:
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const LLVector3& getScale();
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void setScale( const LLVector3& scale, bool apply_attachment_overrides = false );
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// <FS> [FIRE-30873]: Poser
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void setTargetPosition(const LLVector3 &pos) { mTargetPosition = pos; }
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LLVector3 getTargetPosition() const { return mTargetPosition; }
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void setTargetRotation(const LLQuaternion &rot) { mTargetRotation = rot; }
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LLQuaternion getTargetRotation() const { return mTargetRotation; }
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void setLastPosition(const LLVector3 &pos) { mLastPosition = pos; }
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LLVector3 getLastPosition() const { return mLastPosition; }
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void setLastRotation(const LLQuaternion &rot) { mLastRotation = rot; }
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LLQuaternion getLastRotation() const { return mLastRotation; }
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void setCanReposition(const bool can_reposition) { mHasPosition = can_reposition; }
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bool canReposition() const { return mHasPosition; }
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void setNextPosition(const LLVector3 &pos) { mNextPosition = pos; }
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LLVector3 getNextPosition() const { return mNextPosition; }
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void setNextRotation(const LLQuaternion &rot) { mNextRotation = rot; }
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LLQuaternion getNextRotation() const { return mNextRotation; }
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// </FS>
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// get/set world matrix
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const LLMatrix4 &getWorldMatrix();
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void setWorldMatrix( const LLMatrix4& mat );
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@ -90,7 +90,6 @@ set(viewer_SOURCE_FILES
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ao.cpp
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aoengine.cpp
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aoset.cpp
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bdposingmotion.cpp
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chatbar_as_cmdline.cpp
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daeexport.cpp
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dialogstack.cpp
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@ -1,229 +0,0 @@
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/**
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*
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* Copyright (C) 2018, NiranV Dean
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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*/
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#include "linden_common.h"
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#include "llviewerprecompiledheaders.h"
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#include "bdposingmotion.h"
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#include "llcharacter.h"
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#include "llviewercontrol.h"
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BDPosingMotion::BDPosingMotion(const LLUUID &id) :
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LLMotion(id),
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mCharacter(NULL),
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mTargetJoint(NULL)
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{
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mName = "custom_pose";
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//BD - Use slight spherical linear interpolation by default.
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mInterpolationTime = 0.25f;
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mInterpolationType = 2;
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for (auto& entry : mJointState)
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entry = new LLJointState;
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}
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BDPosingMotion::~BDPosingMotion() {}
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LLMotion::LLMotionInitStatus BDPosingMotion::onInitialize(LLCharacter *character)
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{
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// save character for future use
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mCharacter = character;
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for (S32 i = 0; (mTargetJoint = mCharacter->getCharacterJoint(i)); ++i) // this seems poorly constrained
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{
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mJointState[i]->setJoint(mTargetJoint);
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mJointState[i]->setUsage(LLJointState::POS | LLJointState::ROT /* | LLJointState::SCALE*/);
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addJointState(mJointState[i]);
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}
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return STATUS_SUCCESS;
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}
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bool BDPosingMotion::onActivate()
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{
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for (auto joint_state : mJointState)
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{
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LLJoint* joint = joint_state->getJoint();
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if (!joint)
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continue;
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joint->setTargetRotation(joint->getRotation());
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joint->setTargetPosition(joint->getPosition());
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}
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return true;
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}
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bool BDPosingMotion::onUpdate(F32 time, U8* joint_mask)
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{
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LLQuaternion target_quat;
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LLQuaternion joint_quat;
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LLQuaternion last_quat;
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LLQuaternion next_quat;
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LLVector3 joint_pos;
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LLVector3 last_pos;
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LLVector3 target_pos;
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LLVector3 next_pos;
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F32 perc = 0.0f;
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for (auto joint_state : mJointState)
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{
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LLJoint* joint = joint_state->getJoint();
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if (!joint)
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continue;
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target_quat = joint->getTargetRotation();
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joint_quat = joint->getRotation();
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last_quat = joint->getLastRotation();
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//BD - Merge these two together?
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perc = llclamp(mInterpolationTimer.getElapsedTimeF32() / mInterpolationTime, 0.0f, 1.0f);
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//BD - All bones support positions now.
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joint_pos = joint->getPosition();
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target_pos = joint->getTargetPosition();
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last_pos = joint->getLastPosition();
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if (target_pos != joint_pos)
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{
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if (mInterpolationType == 2)
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{
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//BD - Do spherical linear interpolation.
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// We emulate the spherical linear interpolation here because
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// slerp() does not support LLVector3. mInterpolationTime is always
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// in a range between 0.00 and 1.00 which makes it perfect to use
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// as percentage directly.
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// We use the current joint position rather than the original like
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// in linear interpolation to take a fraction of the fraction, this
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// re-creates spherical linear interpolation's behavior.
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joint_pos = lerp(joint_pos, target_pos, mInterpolationTime);
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}
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else if (mInterpolationType == 3)
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{
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next_pos = joint->getNextPosition();
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//BD - Do curve interpolation.
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// This is a special kind of interpolation where we interpolate towards
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// a "middle" pose to a given degree while on our way to the actual final
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// pose.
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joint_pos = lerp(joint_pos, next_pos, perc);
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joint_pos = lerp(joint_pos, target_pos, 0.5f - abs(0.5f - perc));
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}
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else
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{
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if (perc >= 1.0f)
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{
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//BD - Can be used to do no interpolation too.
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joint_pos = target_pos;
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last_pos = joint_pos;
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}
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else
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{
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//BD - Do linear interpolation.
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joint_pos = lerp(last_pos, target_pos, perc);
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}
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}
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joint_state->setPosition(joint_pos);
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}
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if (target_quat != joint_quat)
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{
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if (mInterpolationType == 2)
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{
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//BD - Do spherical linear interpolation.
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joint_quat = slerp(mInterpolationTime, joint_quat, target_quat);
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}
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else if (mInterpolationType == 3)
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{
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next_pos = joint->getNextPosition();
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//BD - Do curve interpolation.
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// This is a special kind of interpolation where we interpolate towards
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// a "middle" pose to a given degree while on our way to the actual final
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// pose.
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joint_quat = lerp(perc, joint_quat, next_quat);
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joint_quat = lerp(0.5f - abs(0.5f - perc), joint_quat, target_quat);
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}
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else
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{
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if (perc >= 1.0f)
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{
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//BD - Can be used to do no interpolation too.
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joint_quat = target_quat;
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last_quat = joint_quat;
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}
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else
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{
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//BD - Do linear interpolation.
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joint_quat = lerp(perc, last_quat, target_quat);
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}
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}
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joint_state->setRotation(joint_quat);
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}
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}
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if (perc >= 1.0f && mInterpolationTimer.getStarted()
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&& (last_quat == joint_quat
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&& (last_pos == joint_pos)))
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{
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mInterpolationTimer.stop();
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}
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return true;
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}
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void BDPosingMotion::onDeactivate() {}
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void BDPosingMotion::addJointToState(LLJoint *joint) { setJointState(joint, LLJointState::POS | LLJointState::ROT); }
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void BDPosingMotion::removeJointFromState(LLJoint *joint) { setJointState(joint, 0); }
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void BDPosingMotion::setJointState(LLJoint *joint, U32 state)
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{
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if (!joint)
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return;
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LLPose* pose = this->getPose();
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if (!pose)
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return;
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LLPointer<LLJointState> jointState = pose->findJointState(joint);
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if (jointState.isNull())
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return;
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pose->removeJointState(jointState);
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S32 jointNumber = joint->getJointNum();
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if (jointNumber < 0 || jointNumber >= _numberOfBonesApropoOfNothing)
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return;
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mJointState[jointNumber]->setUsage(state);
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addJointState(mJointState[jointNumber]);
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}
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bool BDPosingMotion::currentlyPosingJoint(LLJoint* joint)
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{
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if (!joint)
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return false;
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LLJointState* jointState = mPose.findJointState(joint);
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if (!jointState)
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return false;
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S32 jointNumber = joint->getJointNum();
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if (jointNumber < 0 || jointNumber >= _numberOfBonesApropoOfNothing)
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return false;
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U32 state = mJointState[jointNumber]->getUsage();
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return (state & LLJointState::POS) && (state & LLJointState::ROT);
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}
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@ -1,131 +0,0 @@
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/**
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*
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* Copyright (C) 2018, NiranV Dean
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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*/
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#ifndef LL_BDPOSINGMOTION_H
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#define LL_BDPOSINGMOTION_H
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//-----------------------------------------------------------------------------
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// Header files
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//-----------------------------------------------------------------------------
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#include "llmotion.h"
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#include "lljointsolverrp3.h"
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#include "v3dmath.h"
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#define MIN_REQUIRED_PIXEL_AREA_POSING 500.f
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//-----------------------------------------------------------------------------
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// class BDPosingMotion
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//-----------------------------------------------------------------------------
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class BDPosingMotion :
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public LLMotion
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{
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public:
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/// <summary>
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/// Unsure why it is special. Perhaps its a low-priority animation? Perhaps it just needs to be unique?
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/// </summary>
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const LLUUID ANIM_BD_POSING_MOTION = LLUUID("fd29b117-9429-09c4-10cb-933d0b2ab653");
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BDPosingMotion(const LLUUID &id);
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virtual ~BDPosingMotion();
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public:
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//-------------------------------------------------------------------------
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// functions to support MotionController and MotionRegistry
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//-------------------------------------------------------------------------
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// static constructor
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// all subclasses must implement such a function and register it
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static LLMotion *create(const LLUUID &id) { return new BDPosingMotion(id); }
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public:
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virtual bool getLoop() { return TRUE; }
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virtual F32 getDuration() { return 0.0; }
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virtual F32 getEaseInDuration() { return 0.0f; }
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virtual F32 getEaseOutDuration() { return 0.5f; }
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// motions must report their priority
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virtual LLJoint::JointPriority getPriority() { return LLJoint::ADDITIVE_PRIORITY; }
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virtual LLMotionBlendType getBlendType() { return NORMAL_BLEND; }
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// called to determine when a motion should be activated/deactivated based on avatar pixel coverage
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virtual F32 getMinPixelArea() { return MIN_REQUIRED_PIXEL_AREA_POSING; }
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// run-time (post constructor) initialization,
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// called after parameters have been set
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// must return true to indicate success and be available for activation
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virtual LLMotionInitStatus onInitialize(LLCharacter *character);
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// called when a motion is activated
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// must return TRUE to indicate success, or else
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// it will be deactivated
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virtual bool onActivate();
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// called per time step
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// must return TRUE while it is active, and
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// must return FALSE when the motion is completed.
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virtual bool onUpdate(F32 time, U8 *joint_mask);
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// called when a motion is deactivated
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virtual void onDeactivate();
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/// <summary>
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/// Adds the supplied joint to the current animation-state.
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/// </summary>
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/// <param name="joint">The joint to animate.</param>
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void addJointToState(LLJoint *joint);
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/// <summary>
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/// Removes the supplied joint to the current animation-state.
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/// </summary>
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/// <param name="joint">The joint to stop animating.</param>
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void removeJointFromState(LLJoint *joint);
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/// <summary>
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/// Queries whether the supplied joint is being animated.
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/// </summary>
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/// <param name="joint">The joint to query.</param>
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bool currentlyPosingJoint(LLJoint *joint);
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/// <summary>
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/// Removes the current joint state, and adds a new one.
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/// </summary>
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void setJointState(LLJoint* joint, U32 state);
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private:
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static const S32 _numberOfBonesApropoOfNothing = 134;
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// BD - functions to set/get our interpolation type
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// 0 = None,
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// 1 = Linear Interpolatioon,
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// 2 = Spherical Linear Interpolation,
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// 3 = Curve
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S32 mInterpolationType;
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F32 mInterpolationTime;
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LLFrameTimer mInterpolationTimer;
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LLCharacter *mCharacter;
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LLPointer<LLJointState> mJointState[_numberOfBonesApropoOfNothing];
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LLJoint *mTargetJoint;
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};
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#endif // LL_LLKEYFRAMEMOTION_H
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@ -33,8 +33,6 @@
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#include "llvoavatarself.h"
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#include <llanimationstates.h>
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#include "bdposingmotion.h" // BD - Use Black Dragon posing piece
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/// <summary>
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/// This has turned into a shim-class rather than the business of posing. *shrug*
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/// </summary>
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@ -46,7 +44,6 @@ bool FSPoserAnimator::isPosingAvatarJoint(LLVOAvatar *avatar, FSPoserJoint joint
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if (!isAvatarSafeToUse(avatar))
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return false;
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BDPosingMotion *motion = (BDPosingMotion *) avatar->findMotion(ANIM_BD_POSING_MOTION);
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if (!motion || motion->isStopped())
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return false;
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@ -66,7 +63,6 @@ void FSPoserAnimator::setPosingAvatarJoint(LLVOAvatar *avatar, FSPoserJoint join
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if (arePosing && shouldPose || !arePosing && !shouldPose) // could !XOR, but this is readable
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return;
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BDPosingMotion *motion = (BDPosingMotion *) avatar->findMotion(ANIM_BD_POSING_MOTION);
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if (!motion || motion->isStopped())
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return;
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@ -85,7 +81,6 @@ void FSPoserAnimator::resetAvatarJoint(LLVOAvatar *avatar, FSPoserJoint joint)
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if (!isAvatarSafeToUse(avatar))
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return;
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BDPosingMotion *motion = (BDPosingMotion *) avatar->findMotion(ANIM_BD_POSING_MOTION);
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if (!motion || motion->isStopped())
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return;
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@ -390,14 +385,12 @@ bool FSPoserAnimator::tryPosingAvatar(LLVOAvatar *avatar)
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if (!isAvatarSafeToUse(avatar))
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return false;
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BDPosingMotion *motion = (BDPosingMotion *) avatar->findMotion(ANIM_BD_POSING_MOTION);
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if (!motion || motion->isStopped())
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{
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if (avatar->isSelf())
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gAgent.stopFidget();
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avatar->startDefaultMotions();
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avatar->startMotion(ANIM_BD_POSING_MOTION);
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// TODO: scrape motion state prior to edit, facilitating reset
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@ -412,7 +405,6 @@ void FSPoserAnimator::stopPosingAvatar(LLVOAvatar *avatar)
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if (!avatar || avatar->isDead())
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return;
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avatar->stopMotion(ANIM_BD_POSING_MOTION);
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}
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bool FSPoserAnimator::isPosingAvatar(LLVOAvatar* avatar)
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@ -420,7 +412,6 @@ bool FSPoserAnimator::isPosingAvatar(LLVOAvatar* avatar)
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if (!isAvatarSafeToUse(avatar))
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return false;
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BDPosingMotion *motion = (BDPosingMotion *) avatar->findMotion(ANIM_BD_POSING_MOTION);
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if (!motion)
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return false;
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@ -176,8 +176,6 @@ const LLUUID ANIM_AGENT_TARGET = LLUUID("0e4896cb-fba4-926c-f355-8720189d5b55");
|
|||
const LLUUID ANIM_AGENT_WALK_ADJUST = LLUUID("829bc85b-02fc-ec41-be2e-74cc6dd7215d"); //"walk_adjust"
|
||||
const LLUUID ANIM_AGENT_PHYSICS_MOTION = LLUUID("7360e029-3cb8-ebc4-863e-212df440d987"); //"physics_motion"
|
||||
|
||||
const LLUUID ANIM_BD_POSING_MOTION = LLUUID("fd29b117-9429-09c4-10cb-933d0b2ab653"); // <FS> [FIRE-30873]: Poser: "custom_motion"
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Constants
|
||||
//-----------------------------------------------------------------------------
|
||||
|
|
@ -1256,7 +1254,6 @@ void LLVOAvatar::initClass()
|
|||
gAnimLibrary.animStateSetString(ANIM_AGENT_PELVIS_FIX,"pelvis_fix");
|
||||
gAnimLibrary.animStateSetString(ANIM_AGENT_TARGET,"target");
|
||||
gAnimLibrary.animStateSetString(ANIM_AGENT_WALK_ADJUST,"walk_adjust");
|
||||
gAnimLibrary.animStateSetString(ANIM_BD_POSING_MOTION, "custom_pose"); // <FS> [FIRE-30873]: Poser
|
||||
|
||||
// Where should this be set initially?
|
||||
LLJoint::setDebugJointNames(gSavedSettings.getString("DebugAvatarJoints"));
|
||||
|
|
@ -1379,8 +1376,6 @@ void LLVOAvatar::initInstance()
|
|||
registerMotion( ANIM_AGENT_SIT_FEMALE, LLKeyframeMotion::create );
|
||||
registerMotion( ANIM_AGENT_TARGET, LLTargetingMotion::create );
|
||||
registerMotion( ANIM_AGENT_WALK_ADJUST, LLWalkAdjustMotion::create );
|
||||
|
||||
registerMotion(ANIM_BD_POSING_MOTION, BDPosingMotion::create); // <FS/> [FIRE-30873]: Poser
|
||||
}
|
||||
|
||||
LLAvatarAppearance::initInstance();
|
||||
|
|
@ -2294,12 +2289,6 @@ void LLVOAvatar::resetSkeleton(bool reset_animations)
|
|||
return;
|
||||
}
|
||||
|
||||
// <FS> [FIRE-30873]: Poser: BD - We need to clear posing here otherwise we'll crash.
|
||||
LLMotion *pose_motion = findMotion(ANIM_BD_POSING_MOTION);
|
||||
if (pose_motion)
|
||||
removeMotion(ANIM_BD_POSING_MOTION);
|
||||
// </FS>
|
||||
|
||||
// Save mPelvis state
|
||||
//LLVector3 pelvis_pos = getJoint("mPelvis")->getPosition();
|
||||
//LLQuaternion pelvis_rot = getJoint("mPelvis")->getRotation();
|
||||
|
|
|
|||
|
|
@ -67,8 +67,6 @@ extern const LLUUID ANIM_AGENT_PELVIS_FIX;
|
|||
extern const LLUUID ANIM_AGENT_TARGET;
|
||||
extern const LLUUID ANIM_AGENT_WALK_ADJUST;
|
||||
|
||||
extern const LLUUID ANIM_BD_POSING_MOTION; // <FS> [FIRE-30873]: Poser
|
||||
|
||||
class LLViewerWearable;
|
||||
class LLVoiceVisualizer;
|
||||
class LLHUDNameTag;
|
||||
|
|
|
|||
Loading…
Reference in New Issue