Gigantic update with menu
This commit is contained in:
464
src/hooks.c
464
src/hooks.c
@@ -1,11 +1,43 @@
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#include <stdio.h>
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#include <math.h>
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#include "include/settings.h"
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#include "include/hooks.h"
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#include "include/sdk.h"
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#include "include/globals.h"
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#include "include/util.h"
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#include "include/cvars.h"
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#include "include/sdk.h"
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#include "include/detour.h" /* 8dcc/detour-lib */
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#include "include/main.h" /* For self_unload() */
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#include "include/menu.h" /* ImGui menu */
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#include "features/features.h" /* bhop(), esp(), etc. */
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#include "include/entityutil.h"
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#include "include/game_detection.h"
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#include "features/thirdperson.h"
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// For ImGui context access
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#define IMGUI_IMPLEMENTATION
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#include "include/imgui/imgui.h"
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#include "include/imgui/backends/imgui_impl_opengl2.h"
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// Include for mouse button constants
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#include "include/sdk/public/keydefs.h"
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#include <dlfcn.h>
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#include <GL/gl.h>
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#include <string.h>
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#include <unistd.h> // usleep()
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// For DetourFunction and DetourRemove
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extern void* DetourFunction(void* orig, void* hook);
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extern bool DetourRemove(void* orig, void* hook);
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// Define BYTE as unsigned char for GL hooks
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typedef unsigned char BYTE;
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/* Forward declarations of hook functions */
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void h_glColor4f(GLfloat r, GLfloat g, GLfloat b, GLfloat a);
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void h_CL_Move(void);
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int h_CL_IsThirdPerson(void);
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void h_CL_CameraOffset(float* ofs);
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/* Normal VMT hooks */
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DECL_HOOK(CL_CreateMove);
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@@ -13,63 +45,209 @@ DECL_HOOK(HUD_Redraw);
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DECL_HOOK(StudioRenderModel);
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DECL_HOOK(CalcRefdef);
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DECL_HOOK(HUD_PostRunCmd);
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key_event_func_t ho_HUD_Key_Event = NULL; // Manually declare the hook
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/* OpenGL hooks */
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DECL_HOOK(glColor4f);
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// Manual declarations for third-person hooks
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int (*ho_CL_IsThirdPerson)(void) = NULL;
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void (*ho_CL_CameraOffset)(float* ofs) = NULL;
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/* OpenGL hooks - use function pointer as we get actual addresses from game */
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void (*real_glColor4f)(GLfloat, GLfloat, GLfloat, GLfloat) = NULL;
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/* Detour hooks */
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static detour_data_t detour_data_clmove;
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DECL_DETOUR_TYPE(void, clmove_type);
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DECL_HOOK(CL_Move);
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/* Flag to delay uninject until next frame */
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static bool g_should_uninject = false;
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/* Mouse position tracking independent from the game engine */
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static int g_menu_mouse_x = 0;
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static int g_menu_mouse_y = 0;
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static bool g_mouse_down[5] = {false, false, false, false, false}; // Tracking mouse buttons
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/* Store last known camera angles for locking */
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static vec3_t s_locked_view_angles = {0, 0, 0};
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static bool s_lock_initialized = false;
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/* Forward declarations */
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static void force_view_angles(void);
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/*----------------------------------------------------------------------------*/
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bool hooks_init(void) {
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/* Initialize ImGui menu before hooking any rendering functions */
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if (!menu_init()) {
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i_engine->Con_Printf("Failed to initialize ImGui menu\n");
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return false;
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}
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/* Initialize third-person camera system */
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thirdperson_init();
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/* VMT hooking */
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HOOK(i_client, CL_CreateMove);
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HOOK(i_client, HUD_Redraw);
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HOOK(i_studiomodelrenderer, StudioRenderModel);
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HOOK(i_client, CalcRefdef);
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HOOK(i_client, HUD_PostRunCmd);
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/* Third-person hooks - use direct replacement approach */
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ho_CL_IsThirdPerson = i_client->CL_IsThirdPerson;
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i_client->CL_IsThirdPerson = h_CL_IsThirdPerson;
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i_engine->Con_Printf("CL_IsThirdPerson hook installed at %p -> %p\n",
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ho_CL_IsThirdPerson, h_CL_IsThirdPerson);
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/* Camera offset hook - critical for third-person view */
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ho_CL_CameraOffset = i_client->CL_CameraOffset;
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i_client->CL_CameraOffset = h_CL_CameraOffset;
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i_engine->Con_Printf("CL_CameraOffset hook installed at %p -> %p\n",
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ho_CL_CameraOffset, h_CL_CameraOffset);
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/* Manual hook for HUD_Key_Event - avoiding type cast issues */
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ho_HUD_Key_Event = (key_event_func_t)i_client->HUD_Key_Event;
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i_client->HUD_Key_Event = (key_event_func_t)h_HUD_Key_Event;
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/* OpenGL hooks */
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GL_HOOK(glColor4f);
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/* Manual OpenGL hooks - get functions from the game engine's GL context */
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real_glColor4f = (void (*)(GLfloat, GLfloat, GLfloat, GLfloat))glColor4f;
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if (real_glColor4f) {
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void* result = DetourFunction((void*)real_glColor4f, (void*)h_glColor4f);
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if (!result) {
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i_engine->Con_Printf("Failed to hook glColor4f\n");
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}
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}
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/* We don't hook swap buffers directly anymore - we use HUD_Redraw instead
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which is more reliable in GoldSrc engine */
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/* Detour hooks */
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void* clmove_ptr = dlsym(hw, "CL_Move");
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if (!clmove_ptr)
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if (!clmove_ptr) {
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i_engine->Con_Printf("Failed to find CL_Move\n");
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return false;
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}
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/* Initialize detour_data_clmove struct for detour, and add the hook */
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detour_init(&detour_data_clmove, clmove_ptr, (void*)h_CL_Move);
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detour_add(&detour_data_clmove);
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if (!detour_add(&detour_data_clmove)) {
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i_engine->Con_Printf("Failed to hook CL_Move\n");
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return false;
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}
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/* Initialize debug info */
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if (g_settings.thirdperson) {
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i_engine->Con_Printf("Third-person mode initialized with distance %.1f\n",
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g_settings.thirdperson_dist);
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}
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i_engine->Con_Printf("All hooks initialized successfully\n");
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return true;
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}
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void hooks_restore(void) {
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detour_del(&detour_data_clmove);
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/* First shut down ImGui to prevent any rendering after hooks are removed */
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menu_shutdown();
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/* Remove CL_Move detour */
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if (detour_data_clmove.detoured) {
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detour_del(&detour_data_clmove);
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}
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/* Remove OpenGL hooks */
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if (real_glColor4f) {
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DetourRemove((void*)real_glColor4f, (void*)h_glColor4f);
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real_glColor4f = NULL;
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}
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/* Restore VMT hooks */
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if (i_client) {
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i_client->CL_CreateMove = ho_CL_CreateMove;
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i_client->HUD_Redraw = ho_HUD_Redraw;
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i_client->CalcRefdef = ho_CalcRefdef;
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i_client->HUD_PostRunCmd = ho_HUD_PostRunCmd;
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i_client->CL_IsThirdPerson = ho_CL_IsThirdPerson;
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i_client->CL_CameraOffset = ho_CL_CameraOffset;
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if (ho_HUD_Key_Event) {
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i_client->HUD_Key_Event = ho_HUD_Key_Event;
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ho_HUD_Key_Event = NULL;
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}
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}
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if (i_studiomodelrenderer) {
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i_studiomodelrenderer->StudioRenderModel = ho_StudioRenderModel;
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}
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i_engine->Con_Printf("All hooks restored\n");
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}
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void hooks_schedule_uninject(void) {
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g_should_uninject = true;
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}
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/*----------------------------------------------------------------------------*/
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void h_CL_CreateMove(float frametime, usercmd_t* cmd, int active) {
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ORIGINAL(CL_CreateMove, frametime, cmd, active);
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vec3_t old_angles = cmd->viewangles;
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/* Check if we should uninject before doing anything else */
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if (g_should_uninject) {
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g_should_uninject = false;
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self_unload();
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return;
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}
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/* Declared in globals.c */
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localplayer = i_engine->GetLocalPlayer();
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bhop(cmd);
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aimbot(cmd);
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bullet_tracers(cmd);
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anti_aim(cmd);
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check_namechanger_mode_and_execute(cmd);
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fov_adjust(cmd);
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// First call original function to let the game set up movement commands
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ORIGINAL(CL_CreateMove, frametime, cmd, active);
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vec3_t old_angles = cmd->viewangles;
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// Store original movement commands
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float origForward = cmd->forwardmove;
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float origSide = cmd->sidemove;
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float origUp = cmd->upmove;
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int origButtons = cmd->buttons;
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// If menu is open and movement is not allowed, zero out movement commands
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if (g_menu_open && !g_settings.menu_allow_movement) {
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cmd->forwardmove = 0.0f;
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cmd->sidemove = 0.0f;
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cmd->upmove = 0.0f;
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cmd->buttons = 0;
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// If menu is open and movement is not allowed, only force angles
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if (s_lock_initialized) {
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vec_copy(cmd->viewangles, s_locked_view_angles);
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}
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}
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else {
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// Menu is closed OR movement is allowed, process all features
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// Restore original movement values if menu is open with movement allowed
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if (g_menu_open && g_settings.menu_allow_movement) {
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cmd->forwardmove = origForward;
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cmd->sidemove = origSide;
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cmd->upmove = origUp;
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cmd->buttons = origButtons;
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}
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// Always process features if movement is allowed or menu is closed
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bhop(cmd);
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aimbot(cmd);
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bullet_tracers(cmd);
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anti_aim(cmd);
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check_namechanger_mode_and_execute(cmd);
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fov_adjust(cmd);
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// If menu is open with movement allowed, still need to lock view angles
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if (g_menu_open && s_lock_initialized) {
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vec_copy(cmd->viewangles, s_locked_view_angles);
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}
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}
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// Always maintain view angle control and clamp angles
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correct_movement(cmd, old_angles);
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vec_clamp(cmd->viewangles);
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ang_clamp(&cmd->viewangles);
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}
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/*----------------------------------------------------------------------------*/
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@@ -85,23 +263,53 @@ rgb_t rainbow_color(float time) {
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}
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int h_HUD_Redraw(float time, int intermission) {
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// Force set view angles every frame when menu is open
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force_view_angles();
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// Call original function to let the game draw
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int ret = ORIGINAL(HUD_Redraw, time, intermission);
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if (dz_watermark->value) {
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/* Determine the color for the watermark */
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rgb_t color;
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if (dz_watermark_rainbow->value) {
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color = rainbow_color(time);
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} else {
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color = (rgb_t){ 0, 255, 255 }; // default color
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}
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/* Watermark */
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// Draw watermark if enabled
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if (g_settings.watermark) {
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rgb_t color = g_settings.watermark_rainbow ? rainbow_color(time) : (rgb_t){ 0, 255, 255 };
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engine_draw_text(5, 5, "https://git.deadzone.lol/Wizzard/goldsrc-cheat", color);
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}
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// Draw ESP
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esp();
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// Draw custom crosshair
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custom_crosshair();
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// Handle cursor for ImGui when menu is open
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if (g_menu_open && g_imgui_context) {
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// Get screen dimensions
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SCREENINFO scr_inf;
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scr_inf.iSize = sizeof(SCREENINFO);
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i_engine->pfnGetScreenInfo(&scr_inf);
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// Get mouse position from engine
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int mouse_x, mouse_y;
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i_engine->GetMousePosition(&mouse_x, &mouse_y);
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// Update ImGui mouse position
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ImGui::SetCurrentContext(g_imgui_context);
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ImGuiIO& io = ImGui::GetIO();
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// Update mouse buttons - using our tracked state from key events
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io.MouseDown[0] = g_mouse_down[0];
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io.MouseDown[1] = g_mouse_down[1];
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// Update mouse position (clamped to screen)
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if (mouse_x >= 0 && mouse_x < scr_inf.iWidth &&
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mouse_y >= 0 && mouse_y < scr_inf.iHeight) {
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io.MousePos.x = (float)mouse_x;
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io.MousePos.y = (float)mouse_y;
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}
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}
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// Render ImGui menu (if open)
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menu_render();
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return ret;
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}
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@@ -118,8 +326,14 @@ void h_StudioRenderModel(void* this_ptr) {
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void h_CalcRefdef(ref_params_t* params) {
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/* Store punch angles for CreateMove */
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vec_copy(g_punchAngles, params->punchangle);
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/* Call original CalcRefdef */
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ORIGINAL(CalcRefdef, params);
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/* Apply third-person camera with direct view modification */
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if (g_settings.thirdperson) {
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thirdperson_modify_view(params);
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}
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}
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/*----------------------------------------------------------------------------*/
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@@ -181,16 +395,186 @@ void h_glColor4f(GLfloat r, GLfloat g, GLfloat b, GLfloat a) {
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break;
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}
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ORIGINAL(glColor4f, r, g, b, a);
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/* This part is executed regardless of the visible_mode.
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* NOTE: Not calling original breaks chams. */
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if (real_glColor4f)
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real_glColor4f(r, g, b, a);
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}
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/*----------------------------------------------------------------------------*/
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void h_CL_Move() {
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if (dz_movement_clmove->value != 0) {
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for (int i = 0; i < (int)dz_movement_clmove->value; i++)
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CALL_ORIGINAL(detour_data_clmove, clmove_type);
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/*
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* Simple passthrough to thirdperson module
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*/
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int h_CL_IsThirdPerson(void) {
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// We still need this to tell the engine we're in third person view
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return thirdperson_is_active();
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}
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/*
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* This isn't used anymore - our direct camera control in CalcRefdef handles everything
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*/
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void h_CL_CameraOffset(float* ofs) {
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// Not used by our new implementation
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ofs[0] = ofs[1] = ofs[2] = 0.0f;
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}
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// Function to handle CL_Move
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void h_CL_Move(void)
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{
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// Get original function address safely
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void (*original_func)(void) = NULL;
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if (detour_data_clmove.detoured) {
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detour_del(&detour_data_clmove);
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original_func = (void (*)(void))detour_data_clmove.orig;
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}
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// Call original function if we have it
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if (original_func) {
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original_func();
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}
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// Update third-person camera every frame
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thirdperson_update();
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// Restore the detour
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if (detour_data_clmove.orig) {
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detour_add(&detour_data_clmove);
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}
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}
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/*----------------------------------------------------------------------------*/
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int h_HUD_Key_Event(int down, int keynum, const char* pszCurrentBinding) {
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// Debug output but only for specific keys to avoid spam
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if (keynum == 'C' || keynum == g_settings.thirdperson_key || keynum == K_INS) {
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i_engine->Con_Printf("Key event: down=%d, keynum=%d, binding=%s\n",
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down, keynum, pszCurrentBinding ? pszCurrentBinding : "none");
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}
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// Check if thirdperson feature wants to handle this key
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if (thirdperson_key_event(down, keynum)) {
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return 0; // The key was handled by thirdperson
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}
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// Toggle menu with Insert key or specific binding
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if (down && (keynum == K_INS || (pszCurrentBinding && strcmp(pszCurrentBinding, "dz_menu") == 0))) {
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i_engine->Con_Printf("Menu toggle key detected!\n");
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menu_key_event(keynum, down);
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return 0; // Block this key from reaching the game
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}
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CALL_ORIGINAL(detour_data_clmove, clmove_type);
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// ImGui gets priority on all input when menu is open
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if (g_menu_open) {
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// For mouse buttons, update our own tracking to help ImGui
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if (keynum == K_MOUSE1 || keynum == K_MOUSE2) {
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if (keynum == K_MOUSE1)
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g_mouse_down[0] = down ? true : false;
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else if (keynum == K_MOUSE2)
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g_mouse_down[1] = down ? true : false;
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return 0; // Block mouse buttons from game
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}
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// Let ESC pass through to the game to close console/etc.
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if (keynum == K_ESCAPE && down) {
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if (ho_HUD_Key_Event)
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return ho_HUD_Key_Event(down, keynum, pszCurrentBinding);
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}
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// Allow WASD movement keys if the setting is enabled
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if (g_settings.menu_allow_movement) {
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// Check for movement key bindings instead of specific keys
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if (pszCurrentBinding && (
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strstr(pszCurrentBinding, "+forward") ||
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strstr(pszCurrentBinding, "+back") ||
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strstr(pszCurrentBinding, "+moveleft") ||
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strstr(pszCurrentBinding, "+moveright") ||
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strstr(pszCurrentBinding, "+jump") ||
|
||||
strstr(pszCurrentBinding, "+duck") ||
|
||||
strstr(pszCurrentBinding, "+speed"))) {
|
||||
|
||||
i_engine->Con_Printf("Passing movement key to game: %s\n", pszCurrentBinding);
|
||||
if (ho_HUD_Key_Event)
|
||||
return ho_HUD_Key_Event(down, keynum, pszCurrentBinding);
|
||||
}
|
||||
|
||||
// Also allow WASD keys directly
|
||||
if (keynum == 'W' || keynum == 'A' || keynum == 'S' || keynum == 'D' ||
|
||||
keynum == ' ' || // Space for jump
|
||||
keynum == K_CTRL || // Crouch
|
||||
keynum == K_SHIFT) { // Walk
|
||||
|
||||
i_engine->Con_Printf("Passing direct movement key to game: %d\n", keynum);
|
||||
if (ho_HUD_Key_Event)
|
||||
return ho_HUD_Key_Event(down, keynum, pszCurrentBinding);
|
||||
}
|
||||
}
|
||||
|
||||
// Block all other keys from reaching the game
|
||||
return 0;
|
||||
}
|
||||
|
||||
// When menu is closed, let all keys pass to the game
|
||||
if (ho_HUD_Key_Event) {
|
||||
return ho_HUD_Key_Event(down, keynum, pszCurrentBinding);
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
/*----------------------------------------------------------------------------*/
|
||||
|
||||
// Force set view angles through the engine when menu is open
|
||||
static void force_view_angles(void) {
|
||||
// Only do anything when menu is open/closed state changes
|
||||
static bool s_was_menu_open = false;
|
||||
|
||||
// Get the current time for smoother transitions
|
||||
float current_time = i_engine->GetClientTime();
|
||||
static float s_menu_close_time = 0.0f;
|
||||
static bool s_is_restoring = false;
|
||||
|
||||
// Handle menu state changes
|
||||
if (g_menu_open != s_was_menu_open) {
|
||||
// Menu state changed
|
||||
if (g_menu_open) {
|
||||
// Menu just opened - store current view angles
|
||||
i_engine->GetViewAngles(s_locked_view_angles);
|
||||
s_lock_initialized = true;
|
||||
i_engine->Con_Printf("Stored view angles: %.1f %.1f %.1f\n",
|
||||
s_locked_view_angles[0], s_locked_view_angles[1], s_locked_view_angles[2]);
|
||||
s_is_restoring = false;
|
||||
} else {
|
||||
// Menu just closed - set up restoration timing
|
||||
s_menu_close_time = current_time;
|
||||
s_is_restoring = true;
|
||||
|
||||
// Immediately restore angles
|
||||
if (s_lock_initialized) {
|
||||
i_engine->SetViewAngles(s_locked_view_angles);
|
||||
i_engine->Con_Printf("Restored view angles: %.1f %.1f %.1f\n",
|
||||
s_locked_view_angles[0], s_locked_view_angles[1], s_locked_view_angles[2]);
|
||||
}
|
||||
}
|
||||
|
||||
s_was_menu_open = g_menu_open;
|
||||
}
|
||||
|
||||
// When menu is open, continuously force the locked view angles
|
||||
if (g_menu_open && s_lock_initialized) {
|
||||
// Force the engine angles to match our locked angles
|
||||
i_engine->SetViewAngles(s_locked_view_angles);
|
||||
}
|
||||
|
||||
// Continue restoring angles for a short time after menu close to prevent flicker
|
||||
if (!g_menu_open && s_is_restoring) {
|
||||
if (current_time - s_menu_close_time < 0.2f) {
|
||||
// Still in restoration period, keep forcing angles
|
||||
i_engine->SetViewAngles(s_locked_view_angles);
|
||||
} else {
|
||||
// Done restoring
|
||||
s_is_restoring = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user