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DeusEx.BarkManager


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//=============================================================================
// BarkManager
//=============================================================================
class BarkManager extends Actor;

// A globally unique identifier.
struct BarkInfo
{
    var Scriptedpawn barkPawn;
    var Name         conName;
    var Float        barkDuration;
    var Float        barkTimer;
    var EBarkModes   barkMode;
    var Int          barkPriority;
    var Int          playingSoundId;
};

var BarkInfo currentBarks[8];
var BarkInfo recentBarks[32];

var Float perCharDelay;                 
var Float minimumTextPause;
var Float barkModeSpacer;
var Int   maxCurrentBarks;
var Float maxBarkExpirationTimer;
var Int   maxAllowableRadius;
var Int   maxHiddenHeightDifference;
var Int   maxVisibleHeightDifference;

var transient DeusExRootWindow rootWindow;

// ----------------------------------------------------------------------
// Tick()
// ----------------------------------------------------------------------

function Tick(float deltaTime)
{
    Super.Tick(deltaTime);

    UpdateCurrentBarks(deltaTime);
    UpdateRecentBarks(deltaTime);
}

// ----------------------------------------------------------------------
// StartBark()
// ----------------------------------------------------------------------

function bool StartBark(DeusExRootWindow newRoot, ScriptedPawn newBarkPawn, EBarkModes newBarkMode)
{
    local Name         conName;
    local Conversation con;
    local int          barkIndex;
    local Float        barkDuration;
    local bool         bBarkStarted;
    local ConPlayBark  conPlayBark;
    local String       conSpeechString;
    local ConSpeech    conSpeech;
    local Sound        speechAudio;
    local bool         bHaveSpeechAudio;
    local int          playingSoundID;

    bBarkStarted = False;

    // Store away the root window
    rootWindow = newRoot;

    // Don't even go any further if the actor is too far away 
    // from the player
    if (!CheckRadius(newBarkPawn))
        return False;

    // Now check the height difference
    if (!CheckHeightDifference(newBarkPawn))
        return False;

    // First attempt to find this conversation
    conName = BuildBarkName(newBarkPawn, newBarkMode);

    // Okay, we have the name of the bark, now attempt to find a 
    // conversation based on this name. 
    con = ConListItem(newBarkPawn.conListItems).FindConversationByName(conName);

    if (con != None)
    {
        barkIndex = GetAvailableCurrentBarkSlot(newBarkPawn, newBarkMode);

        // Abort if we don't get a valid barkIndex back
        if (barkIndex == -1)
            return False;

        // Make sure that another NPC isn't already playing this 
        // particular bark.
        if (IsBarkPlaying(conName))
            return False;

        // Now check to see if the same kind of bark has already been
        // played by this NPC within a certain range of time. 
        if (HasBarkTypePlayedRecently(newBarkPawn, newBarkMode))
            return False;

        // Summon a 'ConPlayBark' object, which will process
        // the conversation and play the bark.
        // Found an active conversation, so start it
        conPlayBark = Spawn(class'ConPlayBark');
        conPlayBark.SetConversation(con);
        
        conSpeech = conPlayBark.GetBarkSpeech();

        bHaveSpeechAudio = False;

        // Nuke conPlayBark
        conPlayBark.Destroy();

        // Play the audio (if we have audio)
        if ((conSpeech != None) && (conSpeech.soundID != -1))
        {
            speechAudio = con.GetSpeechAudio(conSpeech.soundID);

            if (speechAudio != None)
            {
                bHaveSpeechAudio = True;
                playingSoundID = newBarkPawn.PlaySound(speechAudio, SLOT_Talk,,,1024.0);
                barkDuration = con.GetSpeechLength(conSpeech.soundID);
            }
        }

        // If we don't have any audio, then calculate the timer based on the 
        // length of the speech text.

        if ((conSpeech != None) && (!bHaveSpeechAudio))
            barkDuration = FMax(Len(conSpeech.speech) * perCharDelay, minimumTextPause);

        // Show the speech if Subtitles are on
        if ((DeusExPlayer(owner) != None) && (DeusExPlayer(owner).bSubtitles) && (conSpeech != None) && (conSpeech.speech != ""))
        {
            rootWindow.hud.barkDisplay.AddBark(conSpeech.speech, barkDuration, newBarkPawn);
        }

        // Keep track fo the bark
        SetBarkInfo(barkIndex, conName, newBarkPawn, newBarkMode, barkDuration, playingSoundID);

        bBarkStarted = True;
    }

    return bBarkStarted;
}

// ----------------------------------------------------------------------
// IsBarkPlaying()
//
// Loops through all the active barks and checks to see if a bark
// with the same name is already playing.
// ----------------------------------------------------------------------

function bool IsBarkPlaying(Name conName)
{
    local int barkIndex;

    for (barkIndex=0; barkIndex < maxCurrentBarks; barkIndex++)
    {
        if (currentBarks[barkIndex].conName == conName)
        {
            return True;
        }
    }

    return False;
}

// ----------------------------------------------------------------------
// HasBarkTypePlayedRecently()
//
// Checks to see if a bark type has been played recently for 
// the given ScriptedPawn passed in.
// ----------------------------------------------------------------------

function bool HasBarkTypePlayedRecently(ScriptedPawn newBarkPawn, EBarkModes newBarkMode)
{
    local int barkIndex;

    for (barkIndex=0; barkIndex < arrayCount(recentBarks); barkIndex++)
    {
        if ((recentBarks[barkIndex].barkPawn == newBarkPawn) && (recentBarks[barkIndex].barkMode == newBarkMode))
        {
            return True;
        }
    }

    return False;
}

// ----------------------------------------------------------------------
// CheckRadius()
//
// Returns True if this conversation can be invoked given the 
// invoking actor and the distance between the actor and the player
// ----------------------------------------------------------------------

function bool CheckRadius(ScriptedPawn invokePawn)
{
    local Int  invokeRadius;
    local Int  dist;

    dist = VSize(DeusExPlayer(owner).Location - invokePawn.Location);

    return (dist <= maxAllowableRadius);
}

// ----------------------------------------------------------------------
// CheckHeightDifference()
// ----------------------------------------------------------------------

function bool CheckHeightDifference(ScriptedPawn invokePawn)
{
    // If the ScriptedPawn can see the player, than allow a taller height difference.
    // Otherwise make it pretty small (this is done especially to prevent the 
    // bark from playing through ceilings).

    if (DeusExPlayer(owner).FastTrace(invokePawn.Location))
        return DeusExPlayer(owner).CheckConversationHeightDifference(invokePawn, maxVisibleHeightDifference);
    else
        return DeusExPlayer(owner).CheckConversationHeightDifference(invokePawn, maxHiddenHeightDifference);

}

// ----------------------------------------------------------------------
// SetBarkInfo()
// ----------------------------------------------------------------------

function SetBarkInfo(
    int barkIndex, 
    Name conName,
    ScriptedPawn newBarkPawn, 
    EBarkModes newBarkMode, 
    Float barkDuration, 
    int playingSoundID)
{
    RemoveCurrentBark(barkIndex);

    currentBarks[barkIndex].conName        = conName;
    currentBarks[barkIndex].barkPawn       = newBarkPawn;
    currentBarks[barkIndex].barkDuration   = barkDuration;
    currentBarks[barkIndex].barkTimer      = 0.0;
    currentBarks[barkIndex].barkMode       = newBarkMode;
    currentBarks[barkIndex].playingSoundID = playingSoundID;

    // Determine the bark priority based on the mode
    currentBarks[barkIndex].barkPriority  = GetBarkPriority(newBarkMode);
}

// ----------------------------------------------------------------------
// GetAvailableCurrentBarkSlot()
//
// Loops through the bark slots and checks to see if any are avaialble
// or if any are in use by this NPC.  
// ----------------------------------------------------------------------

function int GetAvailableCurrentBarkSlot(
    ScriptedPawn newBarkPawn, 
    EBarkModes newBarkMode)
{
    local int barkIndex;
    local int emptyBarkIndex;
    local int barkPriority;

    barkPriority = GetBarkPriority(newBarkMode);

    emptyBarkIndex = -1;

    for (barkIndex=0; barkIndex < maxCurrentBarks; barkIndex++)
    {
        if (currentBarks[barkIndex].barkPawn == None)
        {
            emptyBarkIndex = barkIndex;
        }
        else
        {
            if (currentBarks[barkIndex].barkPawn == newBarkPawn)
            {
                // Only override if the new bark is a higher priority than
                // the previous bark.
                if (currentBarks[barkindex].barkPriority < barkPriority)
                {
                    emptyBarkIndex = barkIndex;
                    break;
                }
            }
            else if (currentBarks[barkIndex].barkMode == newBarkMode)
            {
                // Check to see if a similar bark has been started very close to
                // this one, in which case we want to not start this bark (so they
                // don't clobber one another)

                if (currentBarks[barkIndex].barkTimer < barkModeSpacer)
                {
                    // abort
                    break;
                }
            }
        }
    }

    return emptyBarkIndex;
}

// ----------------------------------------------------------------------
// GetAvailableRecentBarkSlot()
// ----------------------------------------------------------------------

function int GetAvailableRecentBarkSlot()
{
    local int barkIndex;
    local int emptyBarkIndex;
    local int oldestBarkIndex;
    local float expireTimer;

    emptyBarkIndex  = -1;
    oldestBarkIndex = -1;
    expireTimer     = maxBarkExpirationTimer;

    for (barkIndex=0; barkIndex < arrayCount(recentBarks); barkIndex++)
    {
        if (recentBarks[barkIndex].barkPawn == None)
        {
            emptyBarkIndex = barkIndex;
            break;
        }
        else if ((recentBarks[barkIndex].barkDuration - recentBarks[barkIndex].barkTimer) < expireTimer)
        {
            expireTimer     = recentBarks[barkIndex].barkDuration - recentBarks[barkIndex].barkTimer;
            oldestBarkIndex = barkIndex;
        }
    }

    // If we found an empty slot, use it.  Otherwise use the bark that will 
    // expire first

    if (emptyBarkIndex == -1)
        emptyBarkIndex = oldestBarkIndex;

    return emptyBarkIndex;
}

// ----------------------------------------------------------------------
// UpdateCurrentBarks()
// ----------------------------------------------------------------------

function UpdateCurrentBarks(Float deltaTime)
{
    local int barkIndex;

   // DEUS_EX AMSD In multiplayer, for now, kill barks.
   if (Level.NetMode != NM_Standalone)
      return;

    for (barkIndex=0; barkIndex < maxCurrentBarks; barkIndex++)
    {
        if (currentBarks[barkIndex].barkPawn != None)
        {
            currentBarks[barkIndex].barkTimer += deltaTime;

            if (currentBarks[barkIndex].barkTimer >= currentBarks[barkIndex].barkDuration)
                RemoveCurrentBark(barkIndex);
        }
    }
}

// ----------------------------------------------------------------------
// UpdateRecentBarks()
// ----------------------------------------------------------------------

function UpdateRecentBarks(Float deltaTime)
{
    local int barkIndex;

   // DEUS_EX AMSD In multiplayer, for now, kill barks.
   if (Level.NetMode != NM_Standalone)
      return;

   for (barkIndex=0; barkIndex < arrayCount(recentBarks); barkIndex++)
    {
        if (recentBarks[barkIndex].barkPawn != None)
        {
            recentBarks[barkIndex].barkTimer += deltaTime;

            if (recentBarks[barkIndex].barkTimer >= recentBarks[barkIndex].barkDuration)
                RemoveRecentBark(barkIndex);
        }
    }
}

// ----------------------------------------------------------------------
// RemoveCurrentBark()
// ----------------------------------------------------------------------

function RemoveCurrentBark(int barkIndex)
{
    // First add to the RecentBarkList
    MoveCurrentBarkToRecent(barkIndex);

    currentBarks[barkIndex].barkPawn       = None;
    currentBarks[barkIndex].conName        = '';
    currentBarks[barkIndex].barkDuration   = 0.0;
    currentBarks[barkIndex].barkTimer      = 0.0;
    currentBarks[barkIndex].barkMode       = BM_Idle;
    currentBarks[barkIndex].barkPriority   = 0;
    currentBarks[barkIndex].playingSoundID = 0;
}

// ----------------------------------------------------------------------
// MoveCurrentBarkToRecent()
// ----------------------------------------------------------------------

function MoveCurrentBarkToRecent(int currentBarkIndex)
{
    local int recentBarkIndex;

    recentBarkIndex = GetAvailableRecentBarkSlot();

    if (recentBarkIndex != -1)
    {
        recentBarks[recentBarkIndex].conName      = currentBarks[currentBarkIndex].conName;
        recentBarks[recentBarkIndex].barkPawn     = currentBarks[currentBarkIndex].barkPawn;
        recentBarks[recentBarkIndex].barkDuration = GetBarkTimeout(currentBarks[currentBarkIndex].barkMode);
        recentBarks[recentBarkIndex].barkTimer    = 0.0;
        recentBarks[recentBarkIndex].barkMode     = currentBarks[currentBarkIndex].barkMode;
        recentBarks[recentBarkIndex].barkPriority = currentBarks[currentBarkIndex].barkPriority;
    }
}

// ----------------------------------------------------------------------
// RemoveRecentBark()
// ----------------------------------------------------------------------

function RemoveRecentBark(int barkIndex)
{
    recentBarks[barkIndex].conName       = '';
    recentBarks[barkIndex].barkPawn      = None;
    recentBarks[barkIndex].barkDuration  = 0.0;
    recentBarks[barkIndex].barkTimer     = 0.0;
    recentBarks[barkIndex].barkMode      = BM_Idle;
    recentBarks[barkIndex].barkPriority  = 0;
}

// ----------------------------------------------------------------------
// GetBarkPriority()
// ----------------------------------------------------------------------

function int GetBarkPriority(EBarkModes barkMode)
{
    local int barkPriority;

    switch(barkMode)
    {
        case BM_Idle:
            barkPriority = 1;
            break;

        case BM_CriticalDamage:
            barkPriority = 5;
            break;

        case BM_AreaSecure:
            barkPriority = 2;
            break;

        case BM_TargetAcquired:
            barkPriority = 3;
            break;

        case BM_TargetLost:
            barkPriority = 2;
            break;

        case BM_GoingForAlarm:
            barkPriority = 4;
            break;

        case BM_OutOfAmmo:
            barkPriority = 2;
            break;

        case BM_Scanning:
            barkPriority = 2;
            break;

        case BM_Futz:
            barkPriority = 3;
            break;

        case BM_OnFire:
            barkPriority = 5;
            break;

        case BM_TearGas:
            barkPriority = 4;
            break;

        case BM_Gore:
            barkPriority = 3;
            break;

        case BM_Surprise:
            barkPriority = 5;
            break;

        case BM_PreAttackSearching:
            barkPriority = 4;
            break;

        case BM_PreAttackSighting:
            barkPriority = 5;
            break;

        case BM_PostAttackSearching:
            barkPriority = 4;
            break;

        case BM_SearchGiveUp:
            barkPriority = 2;
            break;

        case BM_AllianceHostile:
            barkPriority = 3;
            break;

        case BM_AllianceFriendly:
            barkPriority = 2;
            break;
    }

    return barkPriority;
}

// ----------------------------------------------------------------------
// GetBarkTimeout()
// ----------------------------------------------------------------------

function Float GetBarkTimeout(EBarkModes barkMode)
{
    local Float barkTimeout;

    switch(barkMode)
    {
        case BM_Futz:
            barkTimeout = 1.0;
            break;

        default:
            barkTimeout = 10.0;
            break;
    }

    return barkTimeout;
}

// ----------------------------------------------------------------------
// SetRootWindow()
// ----------------------------------------------------------------------

function SetRootWindow()
{
    local DeusExPlayer player;

    if (rootWindow == None)
    {
        player = DeusExPlayer(GetPlayerPawn());
                
        if (player != None)
            rootWindow = DeusExRootWindow(player.RootWindow);
    }
}

// ----------------------------------------------------------------------
// BuildBarkName()
// ----------------------------------------------------------------------

function Name BuildBarkName(ScriptedPawn newBarkPawn, EBarkModes newBarkMode)
{
    local String conStringName;

    SetRootWindow();

    // Use the "BarkBindName" unless it's blank, in which case
    // we'll fall back to the "BindName" used for normal 
    // conversations

    if (newBarkPawn.BarkBindName == "") 
        conStringName = newBarkPawn.BindName $ "_Bark";
    else
        conStringName = newBarkPawn.BarkBindName $ "_Bark";

    switch(newBarkMode)
    {
        case BM_Idle:
            conStringName = conStringName $ "Idle";
            break;

        case BM_CriticalDamage:
            conStringName = conStringName $ "CriticalDamage";
            break;

        case BM_AreaSecure:
            conStringName = conStringName $ "AreaSecure";
            break;

        case BM_TargetAcquired:
            conStringName = conStringName $ "TargetAcquired";
            break;

        case BM_TargetLost:
            conStringName = conStringName $ "TargetLost";
            break;

        case BM_GoingForAlarm:
            conStringName = conStringName $ "GoingForAlarm";
            break;

        case BM_OutOfAmmo:
            conStringName = conStringName $ "OutOfAmmo";
            break;

        case BM_Scanning:
            conStringName = conStringName $ "Scanning";
            break;

        case BM_Futz:
            conStringName = conStringName $ "Futz";
            break;

        case BM_OnFire:
            conStringName = conStringName $ "OnFire";
            break;

        case BM_TearGas:
            conStringName = conStringName $ "TearGas";
            break;

        case BM_Gore:
            conStringName = conStringName $ "Gore";
            break;

        case BM_Surprise:
            conStringName = conStringName $ "Surprise";
            break;

        case BM_PreAttackSearching:
            conStringName = conStringName $ "PreAttackSearching";
            break;

        case BM_PreAttackSighting:
            conStringName = conStringName $ "PreAttackSighting";
            break;

        case BM_PostAttackSearching:
            conStringName = conStringName $ "PostAttackSearching";
            break;

        case BM_SearchGiveUp:
            conStringName = conStringName $ "SearchGiveUp";
            break;

        case BM_AllianceHostile:
            conStringName = conStringName $ "AllianceHostile";
            break;

        case BM_AllianceFriendly:
            conStringName = conStringName $ "AllianceFriendly";
            break;
    }

    // Take the string name and convert it to a name
    return rootWindow.StringToName(conStringName);
}

// ----------------------------------------------------------------------
// ScriptedPawnDied()
// ----------------------------------------------------------------------

function ScriptedPawnDied(ScriptedPawn deadPawn)
{
    local int barkIndex;
    local DeusExPlayer player;

    // Loop through our active barks and see if one of them is 
    // owned by the dead dude.

    for (barkIndex=0; barkIndex < maxCurrentBarks; barkIndex++)
    {
        if (currentBarks[barkIndex].barkPawn == deadPawn)
        {
            player = DeusExPlayer(GetPlayerPawn());

            // Stop the sound and remove the bark
            if (player != None)
            {
                player.StopSound(currentBarks[barkIndex].playingSoundID);
                RemoveCurrentBark(barkIndex);
            }
        }
    }
}

// ----------------------------------------------------------------------
// ----------------------------------------------------------------------

defaultproperties
{
     perCharDelay=0.100000
     minimumTextPause=3.000000
     barkModeSpacer=1.000000
     maxCurrentBarks=4
     maxBarkExpirationTimer=30.000000
     maxAllowableRadius=1000
     maxHiddenHeightDifference=100
     maxVisibleHeightDifference=500
     bHidden=True
     bTravel=True
}

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Class file time: Mon 8/11/2021 16:22:50.000 - Creation time: Mon 8/11/2021 16:31:22.812 - Created with UnCodeX