mirror of
https://github.com/1dot13/source.git
synced 2026-08-19 14:20:30 +02:00
Bugfixes (by Flugente)
- fixed a bug that prevented zombies from rising in turnbased mode - fixed a bug that prevented weapons on the floor from cooling down in turnbased mode - fixed a bug that caused gun traps with buckshot ammo to deduct to much ammo - fixed a bug that could crash the game when firing a lot of gun traps at the same time git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5346 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -1133,6 +1133,13 @@ INT32 HandleItem( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, UINT16 usHa
|
||||
{
|
||||
return( ITEM_HANDLE_REFUSAL );
|
||||
}
|
||||
|
||||
// we can only do this on certain terraintypes
|
||||
INT8 bOverTerrainType = GetTerrainType( sGridNo );
|
||||
if( bOverTerrainType != FLAT_GROUND && bOverTerrainType != DIRT_ROAD && bOverTerrainType != LOW_GRASS )
|
||||
{
|
||||
return( ITEM_HANDLE_REFUSAL );
|
||||
}
|
||||
}
|
||||
|
||||
// if we have a shovel in our hands, the targetted gridno must be a fortification (debris will do for this check)
|
||||
@@ -5982,8 +5989,6 @@ void SoldierStealItemFromSoldier( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent,
|
||||
SetCustomizableTimerCallbackAndDelay( 1000, CheckForPickedOwnership, TRUE );
|
||||
}
|
||||
|
||||
extern UINT8 NumEnemiesInAnySector( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ );
|
||||
|
||||
BOOLEAN BuildFortification( UINT32 flag )
|
||||
{
|
||||
INT32 sGridNo;
|
||||
@@ -5997,19 +6002,6 @@ BOOLEAN BuildFortification( UINT32 flag )
|
||||
if ( gusSelectedSoldier == NOBODY )
|
||||
return FALSE;
|
||||
|
||||
// comment this in to forbid building while enemies are around
|
||||
/*if( (gTacticalStatus.uiFlags & INCOMBAT) && (gTacticalStatus.uiFlags & TURNBASED) )
|
||||
{
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
if( gWorldSectorX != -1 && gWorldSectorY != -1 && gWorldSectorX != 0 && gWorldSectorY != 0 &&
|
||||
NumEnemiesInAnySector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ ) > 0 )
|
||||
{
|
||||
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Cannot build while enemies are in this sector" );
|
||||
return FALSE;
|
||||
}*/
|
||||
|
||||
if( gbWorldSectorZ > 0 || gsInterfaceLevel > 0)
|
||||
{
|
||||
return FALSE;
|
||||
|
||||
+121
-122
@@ -5693,132 +5693,131 @@ INT8 FireBulletGivenTargetTrapOnly( SOLDIERTYPE* pThrower, OBJECTTYPE* pObj, INT
|
||||
pBullet->fTracer = FALSE;
|
||||
}
|
||||
}*/
|
||||
|
||||
///////////////////////// SOUND ////////////////////////////
|
||||
//PLAY SOUND
|
||||
// ( For throwing knife.. it's earlier in the animation
|
||||
if ( Weapon[ pObj->usItem ].sSound != 0 && Item[ pObj->usItem ].usItemClass != IC_THROWING_KNIFE )
|
||||
{
|
||||
// Switch on silencer...
|
||||
UINT16 noisefactor = GetPercentNoiseVolume( pObj );
|
||||
if( noisefactor < MAX_PERCENT_NOISE_VOLUME_FOR_SILENCED_SOUND || Weapon[ pObj->usItem ].ubAttackVolume <= 10 )
|
||||
{
|
||||
INT32 uiSound;
|
||||
|
||||
uiSound = Weapon [ pObj->usItem ].silencedSound;
|
||||
|
||||
PlayJA2Sample( uiSound, RATE_11025, SoundVolume( HIGHVOLUME, gridno ), 1, SoundDir( gridno ) );
|
||||
}
|
||||
else
|
||||
{
|
||||
INT8 volume = HIGHVOLUME;
|
||||
if ( noisefactor < 100 ) volume = (volume * noisefactor) / 100;
|
||||
PlayJA2Sample( Weapon[ pObj->usItem ].sSound, RATE_11025, SoundVolume( volume, gridno ), 1, SoundDir( gridno ) );
|
||||
}
|
||||
}
|
||||
///////////////////////// SOUND ////////////////////////////
|
||||
|
||||
// deduct ammo
|
||||
(*pObj)[0]->data.gun.ubGunShotsLeft = max(0, (*pObj)[0]->data.gun.ubGunShotsLeft - 1);
|
||||
|
||||
//gTacticalStatus.ubAttackBusyCount++;
|
||||
|
||||
|
||||
if(is_client)send_bullet( pBullet, pObj->usItem );
|
||||
FireBullet( pThrower, pBullet, FALSE );
|
||||
|
||||
///////////////////////// SOUND ////////////////////////////
|
||||
UINT8 ubVolume = Weapon[ pObj->usItem ].ubAttackVolume;
|
||||
|
||||
// Snap: get cumulative noise reduction from the weapon and its attachments
|
||||
UINT16 noisefactor = GetPercentNoiseVolume( pObj );
|
||||
if ( ubVolume * noisefactor > 25000 )
|
||||
{ // Snap: hack this to prevent overflow (damn miserly programmers!)
|
||||
ubVolume = 250;
|
||||
}
|
||||
else
|
||||
{
|
||||
ubVolume = __max( 1, ( ubVolume * GetPercentNoiseVolume( pObj ) ) / 100 );
|
||||
}
|
||||
|
||||
MakeNoise( NOBODY, gridno, 0, pThrower->bOverTerrainType, ubVolume, NOISE_GUNFIRE );
|
||||
///////////////////////// SOUND ////////////////////////////
|
||||
|
||||
///////////////////////// OVERHEATING AND STATUS REDUCTION ////////////////////////////
|
||||
INT16 iOverheatReliabilityMalus = 0;
|
||||
// Flugente: Increase Weapon Temperature
|
||||
if ( gGameOptions.fWeaponOverheating )
|
||||
{
|
||||
FLOAT overheatjampercentage = GetGunOverheatDamagePercentage( pObj ); // ... how much above the gun's usOverheatingDamageThreshold are we? ...
|
||||
|
||||
if ( overheatjampercentage > 1.0 )
|
||||
iOverheatReliabilityMalus = (INT16)floor(overheatjampercentage*overheatjampercentage);
|
||||
|
||||
GunIncreaseHeat( pObj );
|
||||
}
|
||||
|
||||
// Flugente : Added a malus to reliability for overheated guns
|
||||
// HEADROCK HAM 5: Variable NCTH base change
|
||||
UINT32 uiDepreciateTest = 0;
|
||||
if ( UsingNewCTHSystem() == true)
|
||||
{
|
||||
UINT16 usBaseChance = gGameCTHConstants.BASIC_RELIABILITY_ODDS;
|
||||
FLOAT dReliabilityRatio = 3.0f * ((FLOAT)usBaseChance / (FLOAT)BASIC_DEPRECIATE_CHANCE); // Compare original odds to new odds.
|
||||
uiDepreciateTest = usBaseChance + (INT16)( dReliabilityRatio * GetReliability( pObj ) - iOverheatReliabilityMalus);
|
||||
uiDepreciateTest = max(0, uiDepreciateTest);
|
||||
}
|
||||
else
|
||||
{
|
||||
uiDepreciateTest = max( BASIC_DEPRECIATE_CHANCE + 3 * GetReliability( pObj ) - iOverheatReliabilityMalus, 0);
|
||||
}
|
||||
if ( !PreRandom( uiDepreciateTest ) && ( (*pObj)[0]->data.objectStatus > 1) )
|
||||
{
|
||||
(*pObj)[0]->data.objectStatus--;
|
||||
}
|
||||
///////////////////////// OVERHEATING AND STATUS REDUCTION ////////////////////////////
|
||||
|
||||
///////////////////////// JAMMING ////////////////////////////
|
||||
// Algorithm for jamming
|
||||
int maxJamChance = 50; // Externalize this?
|
||||
int reliability = GetReliability( pObj );
|
||||
int condition = (*pObj)[0]->data.gun.bGunStatus;
|
||||
int invertedBaseJamChance = condition + (reliability * 2) - gGameExternalOptions.ubWeaponReliabilityReductionPerRainIntensity * 1;
|
||||
|
||||
// Flugente FTW 1: If overheating is allowed, a gun will be prone to more overheating if its temperature is high
|
||||
if ( gGameOptions.fWeaponOverheating )
|
||||
{
|
||||
FLOAT overheatjampercentage = GetGunOverheatJamPercentage( pObj ); // how much above the gun's usOverheatingJamThreshold are we? ...
|
||||
|
||||
int overheatjamfactor = (int)(100* overheatjampercentage); // We need an integer value and rough percentages
|
||||
|
||||
overheatjamfactor = max(0, overheatjamfactor - 100); // If we haven't reached the OverheatJamThreshold, no increased chance of jamming because of overheating
|
||||
|
||||
invertedBaseJamChance -= overheatjamfactor; // lower invertedBaseJamChance (thereby increasing jamChance later on)
|
||||
}
|
||||
|
||||
if (invertedBaseJamChance < 0)
|
||||
invertedBaseJamChance = 0;
|
||||
else if (invertedBaseJamChance > 100)
|
||||
invertedBaseJamChance = 100;
|
||||
int jamChance = 100 - (int)sqrt((double)invertedBaseJamChance * (75.0 + (double)invertedBaseJamChance / 2.0));
|
||||
if (jamChance < 0)
|
||||
jamChance = 0;
|
||||
else if (jamChance > maxJamChance - reliability)
|
||||
jamChance = maxJamChance - reliability;
|
||||
|
||||
|
||||
if ((INT32) PreRandom( 100 ) < jamChance )
|
||||
{
|
||||
// jam! negate the gun ammo status.
|
||||
(*pObj)[0]->data.gun.bGunAmmoStatus *= -1;
|
||||
}
|
||||
///////////////////////// JAMMING ////////////////////////////
|
||||
|
||||
//<SB> manual recharge
|
||||
if (Weapon[Item[pObj->usItem].ubClassIndex].APsToReloadManually > 0)
|
||||
(*pObj)[0]->data.gun.ubGunState &= ~GS_CARTRIDGE_IN_CHAMBER;
|
||||
//<SB>
|
||||
}
|
||||
|
||||
///////////////////////// SOUND ////////////////////////////
|
||||
//PLAY SOUND
|
||||
// ( For throwing knife.. it's earlier in the animation
|
||||
if ( Weapon[ pObj->usItem ].sSound != 0 && Item[ pObj->usItem ].usItemClass != IC_THROWING_KNIFE )
|
||||
{
|
||||
// Switch on silencer...
|
||||
UINT16 noisefactor = GetPercentNoiseVolume( pObj );
|
||||
if( noisefactor < MAX_PERCENT_NOISE_VOLUME_FOR_SILENCED_SOUND || Weapon[ pObj->usItem ].ubAttackVolume <= 10 )
|
||||
{
|
||||
INT32 uiSound;
|
||||
|
||||
uiSound = Weapon [ pObj->usItem ].silencedSound;
|
||||
|
||||
PlayJA2Sample( uiSound, RATE_11025, SoundVolume( HIGHVOLUME, gridno ), 1, SoundDir( gridno ) );
|
||||
}
|
||||
else
|
||||
{
|
||||
INT8 volume = HIGHVOLUME;
|
||||
if ( noisefactor < 100 ) volume = (volume * noisefactor) / 100;
|
||||
PlayJA2Sample( Weapon[ pObj->usItem ].sSound, RATE_11025, SoundVolume( volume, gridno ), 1, SoundDir( gridno ) );
|
||||
}
|
||||
}
|
||||
///////////////////////// SOUND ////////////////////////////
|
||||
|
||||
// deduct ammo
|
||||
(*pObj)[0]->data.gun.ubGunShotsLeft = max(0, (*pObj)[0]->data.gun.ubGunShotsLeft - 1);
|
||||
|
||||
//gTacticalStatus.ubAttackBusyCount++;
|
||||
|
||||
///////////////////////// SOUND ////////////////////////////
|
||||
UINT8 ubVolume = Weapon[ pObj->usItem ].ubAttackVolume;
|
||||
|
||||
// Snap: get cumulative noise reduction from the weapon and its attachments
|
||||
UINT16 noisefactor = GetPercentNoiseVolume( pObj );
|
||||
if ( ubVolume * noisefactor > 25000 )
|
||||
{ // Snap: hack this to prevent overflow (damn miserly programmers!)
|
||||
ubVolume = 250;
|
||||
}
|
||||
else
|
||||
{
|
||||
ubVolume = __max( 1, ( ubVolume * GetPercentNoiseVolume( pObj ) ) / 100 );
|
||||
}
|
||||
|
||||
MakeNoise( NOBODY, gridno, 0, pThrower->bOverTerrainType, ubVolume, NOISE_GUNFIRE );
|
||||
///////////////////////// SOUND ////////////////////////////
|
||||
|
||||
///////////////////////// OVERHEATING AND STATUS REDUCTION ////////////////////////////
|
||||
INT16 iOverheatReliabilityMalus = 0;
|
||||
// Flugente: Increase Weapon Temperature
|
||||
if ( gGameOptions.fWeaponOverheating )
|
||||
{
|
||||
FLOAT overheatjampercentage = GetGunOverheatDamagePercentage( pObj ); // ... how much above the gun's usOverheatingDamageThreshold are we? ...
|
||||
|
||||
if ( overheatjampercentage > 1.0 )
|
||||
iOverheatReliabilityMalus = (INT16)floor(overheatjampercentage*overheatjampercentage);
|
||||
|
||||
GunIncreaseHeat( pObj );
|
||||
}
|
||||
|
||||
// Flugente : Added a malus to reliability for overheated guns
|
||||
// HEADROCK HAM 5: Variable NCTH base change
|
||||
UINT32 uiDepreciateTest = 0;
|
||||
if ( UsingNewCTHSystem() == true)
|
||||
{
|
||||
UINT16 usBaseChance = gGameCTHConstants.BASIC_RELIABILITY_ODDS;
|
||||
FLOAT dReliabilityRatio = 3.0f * ((FLOAT)usBaseChance / (FLOAT)BASIC_DEPRECIATE_CHANCE); // Compare original odds to new odds.
|
||||
uiDepreciateTest = usBaseChance + (INT16)( dReliabilityRatio * GetReliability( pObj ) - iOverheatReliabilityMalus);
|
||||
uiDepreciateTest = max(0, uiDepreciateTest);
|
||||
}
|
||||
else
|
||||
{
|
||||
uiDepreciateTest = max( BASIC_DEPRECIATE_CHANCE + 3 * GetReliability( pObj ) - iOverheatReliabilityMalus, 0);
|
||||
}
|
||||
if ( !PreRandom( uiDepreciateTest ) && ( (*pObj)[0]->data.objectStatus > 1) )
|
||||
{
|
||||
(*pObj)[0]->data.objectStatus--;
|
||||
}
|
||||
///////////////////////// OVERHEATING AND STATUS REDUCTION ////////////////////////////
|
||||
|
||||
///////////////////////// JAMMING ////////////////////////////
|
||||
// Algorithm for jamming
|
||||
int maxJamChance = 50; // Externalize this?
|
||||
int reliability = GetReliability( pObj );
|
||||
int condition = (*pObj)[0]->data.gun.bGunStatus;
|
||||
int invertedBaseJamChance = condition + (reliability * 2) - gGameExternalOptions.ubWeaponReliabilityReductionPerRainIntensity * 1;
|
||||
|
||||
// Flugente FTW 1: If overheating is allowed, a gun will be prone to more overheating if its temperature is high
|
||||
if ( gGameOptions.fWeaponOverheating )
|
||||
{
|
||||
FLOAT overheatjampercentage = GetGunOverheatJamPercentage( pObj ); // how much above the gun's usOverheatingJamThreshold are we? ...
|
||||
|
||||
int overheatjamfactor = (int)(100* overheatjampercentage); // We need an integer value and rough percentages
|
||||
|
||||
overheatjamfactor = max(0, overheatjamfactor - 100); // If we haven't reached the OverheatJamThreshold, no increased chance of jamming because of overheating
|
||||
|
||||
invertedBaseJamChance -= overheatjamfactor; // lower invertedBaseJamChance (thereby increasing jamChance later on)
|
||||
}
|
||||
|
||||
if (invertedBaseJamChance < 0)
|
||||
invertedBaseJamChance = 0;
|
||||
else if (invertedBaseJamChance > 100)
|
||||
invertedBaseJamChance = 100;
|
||||
int jamChance = 100 - (int)sqrt((double)invertedBaseJamChance * (75.0 + (double)invertedBaseJamChance / 2.0));
|
||||
if (jamChance < 0)
|
||||
jamChance = 0;
|
||||
else if (jamChance > maxJamChance - reliability)
|
||||
jamChance = maxJamChance - reliability;
|
||||
|
||||
|
||||
if ((INT32) PreRandom( 100 ) < jamChance )
|
||||
{
|
||||
// jam! negate the gun ammo status.
|
||||
(*pObj)[0]->data.gun.bGunAmmoStatus *= -1;
|
||||
}
|
||||
///////////////////////// JAMMING ////////////////////////////
|
||||
|
||||
//<SB> manual recharge
|
||||
if (Weapon[Item[pObj->usItem].ubClassIndex].APsToReloadManually > 0)
|
||||
(*pObj)[0]->data.gun.ubGunState &= ~GS_CARTRIDGE_IN_CHAMBER;
|
||||
//<SB>
|
||||
|
||||
return( TRUE );
|
||||
}
|
||||
|
||||
@@ -2232,13 +2232,10 @@ void CreateZombiefromCorpse( ROTTING_CORPSE * pCorpse, UINT16 usAnimState )
|
||||
|
||||
MercCreateStruct.fVisible = TRUE;
|
||||
|
||||
// do not generate a new palette, thereby using the old palette of the corpse
|
||||
MercCreateStruct.fNoGenNewPalette = TRUE;
|
||||
|
||||
INT8 iNewIndex;
|
||||
if ( TacticalCreateSoldier( &MercCreateStruct, (UINT8 *)&iNewIndex ) )
|
||||
{
|
||||
/* certain values have to be set afterwards - the alternative to edit each and every function that gets called from TacticalCreateSoldier() subsequently and
|
||||
/* certain values have to be set afterwards - the alternative would be to edit each and every function that gets called from TacticalCreateSoldier() subsequently and
|
||||
* make an exception for zombies every time...
|
||||
*/
|
||||
SOLDIERTYPE* pNewSoldier = MercPtrs[ (UINT8)iNewIndex ];
|
||||
|
||||
@@ -14374,10 +14374,23 @@ void SOLDIERTYPE::EVENT_SoldierBeginAttachCan( INT32 sGridNo, UINT8 ubDirection
|
||||
|
||||
}
|
||||
|
||||
extern UINT8 NumEnemiesInAnySector( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ );
|
||||
|
||||
void SOLDIERTYPE::EVENT_SoldierBuildStructure( INT32 sGridNo, UINT8 ubDirection )
|
||||
{
|
||||
BOOLEAN fSuccess = FALSE;
|
||||
|
||||
// if specified by the ini, building/disassembling stuff is disabled while enemies are around
|
||||
if ( !gGameExternalOptions.fFortificationAllowInHostileSector )
|
||||
{
|
||||
if( gWorldSectorX != -1 && gWorldSectorY != -1 && gWorldSectorX != 0 && gWorldSectorY != 0 &&
|
||||
NumEnemiesInAnySector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ ) > 0 )
|
||||
{
|
||||
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Cannot build while enemies are in this sector" );
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// do checks here...
|
||||
OBJECTTYPE* pObj = &(this->inv[HANDPOS]);
|
||||
|
||||
|
||||
@@ -341,7 +341,6 @@ SOLDIERCREATE_STRUCT::SOLDIERCREATE_STRUCT() {
|
||||
SOLDIERCREATE_STRUCT::SOLDIERCREATE_STRUCT(const SOLDIERCREATE_STRUCT& src) {
|
||||
memcpy(this, &src, SIZEOF_SOLDIERCREATE_STRUCT_POD);
|
||||
this->Inv = src.Inv;
|
||||
this->fNoGenNewPalette = src.fNoGenNewPalette;
|
||||
}
|
||||
|
||||
// Assignment operator
|
||||
@@ -350,7 +349,6 @@ SOLDIERCREATE_STRUCT& SOLDIERCREATE_STRUCT::operator=(const SOLDIERCREATE_STRUCT
|
||||
if (this != &src) {
|
||||
memcpy(this, &src, SIZEOF_SOLDIERCREATE_STRUCT_POD);
|
||||
this->Inv = src.Inv;
|
||||
this->fNoGenNewPalette = src.fNoGenNewPalette;
|
||||
}
|
||||
return *this;
|
||||
}
|
||||
@@ -1360,6 +1358,10 @@ void GeneratePaletteForSoldier( SOLDIERTYPE *pSoldier, UINT8 ubSoldierClass )
|
||||
BOOLEAN fMercClothingScheme;
|
||||
hair = -1;
|
||||
|
||||
// Flugente: if all palettes are already set, no need to rebuild them. This allows zombies to use a corpses palettes
|
||||
if( pSoldier->PantsPal[0] && pSoldier->VestPal[0] && pSoldier->SkinPal[0] && pSoldier->HeadPal[0] )
|
||||
return;
|
||||
|
||||
//choose random skin tone which will limit the choice of hair colors.
|
||||
skin = (INT8)Random( NUMSKINS );
|
||||
switch( skin )
|
||||
@@ -1739,8 +1741,7 @@ BOOLEAN TacticalCopySoldierFromCreateStruct( SOLDIERTYPE *pSoldier, SOLDIERCREAT
|
||||
}
|
||||
|
||||
//Generate colors for soldier based on the body type.
|
||||
if ( !pCreateStruct->fNoGenNewPalette )
|
||||
GeneratePaletteForSoldier( pSoldier, pCreateStruct->ubSoldierClass );
|
||||
GeneratePaletteForSoldier( pSoldier, pCreateStruct->ubSoldierClass );
|
||||
|
||||
// Copy item info over
|
||||
pSoldier->inv = pCreateStruct->Inv;
|
||||
|
||||
@@ -305,9 +305,6 @@ public:
|
||||
INT8 bUseGivenVehicleID;
|
||||
BOOLEAN fHasKeys;
|
||||
|
||||
// Flugente: do not generate new palette for soldier (for soldiers that are created from existing soldiers/corpses, like doppelgangers and zombies)
|
||||
BOOLEAN fNoGenNewPalette;
|
||||
|
||||
//
|
||||
// New and OO stuff goes after here. Above this point any changes will goof up reading from files.
|
||||
//
|
||||
|
||||
@@ -271,7 +271,7 @@ void HandleTacticalEndTurn( )
|
||||
HandleRPCDescription( );
|
||||
#endif
|
||||
|
||||
// Flugente FTW 1: Cool down all items not in a soldier's inventory
|
||||
// Flugente: Cool down all items not in a soldier's inventory
|
||||
CoolDownWorldItems( FALSE );
|
||||
// Flugente: raise zombies if in gamescreen and option set
|
||||
if ( guiCurrentScreen == GAME_SCREEN )
|
||||
|
||||
@@ -459,6 +459,14 @@ void EndTurnEvents( void )
|
||||
DecaySmokeEffects( GetWorldTotalSeconds( ) );
|
||||
DecayLightEffects( GetWorldTotalSeconds( ) );
|
||||
|
||||
// Flugente: Cool down all items not in a soldier's inventory
|
||||
CoolDownWorldItems( FALSE );
|
||||
// Flugente: raise zombies if in gamescreen and option set
|
||||
if ( guiCurrentScreen == GAME_SCREEN )
|
||||
{
|
||||
RaiseZombies();
|
||||
}
|
||||
|
||||
// decay AI warning values from corpses
|
||||
DecayRottingCorpseAIWarnings();
|
||||
|
||||
|
||||
Reference in New Issue
Block a user