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Publish changes done for Escort showing Briefing
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@ -1,5 +1,5 @@
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env.info( '*** MOOSE STATIC INCLUDE START *** ' )
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env.info( 'Moose Generation Timestamp: 20160723_2026' )
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env.info( 'Moose Generation Timestamp: 20160810_0820' )
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local base = _G
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Include = {}
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@ -20444,7 +20444,7 @@ end
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-- A reference to this Spawn Template needs to be provided when constructing the SPAWN object, by indicating the name of the group within the mission editor in the constructor methods.
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--
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-- Within the SPAWN object, there is an internal index that keeps track of which group from the internal group list was spawned.
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-- When new groups get spawned by using the SPAWN functions (see below), it will be validated whether the Limits (@{#SPAWN.Limit}) of the SPAWN object are not reached.
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-- When new groups get spawned by using the SPAWN methods (see below), it will be validated whether the Limits (@{#SPAWN.Limit}) of the SPAWN object are not reached.
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-- When all is valid, a new group will be created by the spawning methods, and the internal index will be increased with 1.
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--
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-- Regarding the name of new spawned groups, a _SpawnPrefix_ will be assigned for each new group created.
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@ -20465,10 +20465,10 @@ end
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-- -------------------------------
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-- Create a new SPAWN object with the @{#SPAWN.New} or the @{#SPAWN.NewWithAlias} methods:
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--
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-- * @{#SPAWN.New}: Creates a new SPAWN object taking the name of the group that functions as the Template.
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-- * @{#SPAWN.New}: Creates a new SPAWN object taking the name of the group that represents the GROUP Template (definition).
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--
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-- It is important to understand how the SPAWN class works internally. The SPAWN object created will contain internally a list of groups that will be spawned and that are already spawned.
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-- The initialization functions will modify this list of groups so that when a group gets spawned, ALL information is already prepared when spawning. This is done for performance reasons.
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-- The initialization methods will modify this list of groups so that when a group gets spawned, ALL information is already prepared when spawning. This is done for performance reasons.
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-- So in principle, the group list will contain all parameters and configurations after initialization, and when groups get actually spawned, this spawning can be done quickly and efficient.
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--
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-- 1.2) SPAWN initialization methods
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@ -20476,11 +20476,11 @@ end
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-- A spawn object will behave differently based on the usage of initialization methods:
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--
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-- * @{#SPAWN.Limit}: Limits the amount of groups that can be alive at the same time and that can be dynamically spawned.
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-- * @{#SPAWN.RandomizeRoute}: Randomize the routes of spawned groups.
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-- * @{#SPAWN.RandomizeRoute}: Randomize the routes of spawned groups, and for air groups also optionally the height.
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-- * @{#SPAWN.RandomizeTemplate}: Randomize the group templates so that when a new group is spawned, a random group template is selected from one of the templates defined.
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-- * @{#SPAWN.Uncontrolled}: Spawn plane groups uncontrolled.
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-- * @{#SPAWN.Array}: Make groups visible before they are actually activated, and order these groups like a batallion in an array.
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-- * @{#SPAWN.InitRepeat}: Re-spawn groups when they land at the home base. Similar functions are @{#SPAWN.InitRepeatOnLanding} and @{#SPAWN.InitRepeatOnEngineShutDown}.
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-- * @{#SPAWN.InitRepeat}: Re-spawn groups when they land at the home base. Similar methods are @{#SPAWN.InitRepeatOnLanding} and @{#SPAWN.InitRepeatOnEngineShutDown}.
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--
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-- 1.3) SPAWN spawning methods
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-- ---------------------------
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@ -20498,7 +20498,20 @@ end
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-- Note that @{#SPAWN.Spawn} and @{#SPAWN.ReSpawn} return a @{GROUP#GROUP.New} object, that contains a reference to the DCSGroup object.
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-- You can use the @{GROUP} object to do further actions with the DCSGroup.
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--
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-- 1.4) SPAWN object cleaning
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-- 1.4) Retrieve alive GROUPs spawned by the SPAWN object
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-- ------------------------------------------------------
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-- The SPAWN class administers which GROUPS it has reserved (in stock) or has created during mission execution.
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-- Every time a SPAWN object spawns a new GROUP object, a reference to the GROUP object is added to an internal table of GROUPS.
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-- SPAWN provides methods to iterate through that internal GROUP object reference table:
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--
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-- * @{#SPAWN.GetFirstAliveGroup}: Will find the first alive GROUP it has spawned, and return the alive GROUP object and the first Index where the first alive GROUP object has been found.
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-- * @{#SPAWN.GetNextAliveGroup}: Will find the next alive GROUP object from a given Index, and return a reference to the alive GROUP object and the next Index where the alive GROUP has been found.
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-- * @{#SPAWN.GetLastAliveGroup}: Will find the last alive GROUP object, and will return a reference to the last live GROUP object and the last Index where the last alive GROUP object has been found.
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--
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-- You can use the methods @{#SPAWN.GetFirstAliveGroup} and sequently @{#SPAWN.GetNextAliveGroup} to iterate through the alive GROUPS within the SPAWN object, and to actions... See the respective methods for an example.
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-- The method @{#SPAWN.GetGroupFromIndex} will return the GROUP object reference from the given Index, dead or alive...
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--
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-- 1.5) SPAWN object cleaning
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-- --------------------------
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-- Sometimes, it will occur during a mission run-time, that ground or especially air objects get damaged, and will while being damged stop their activities, while remaining alive.
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-- In such cases, the SPAWN object will just sit there and wait until that group gets destroyed, but most of the time it won't,
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@ -20541,7 +20554,7 @@ SPAWN = {
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-- Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' )
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-- @usage local Plane = SPAWN:New( "Plane" ) -- Creates a new local variable that can initiate new planes with the name "Plane#ddd" using the template "Plane" as defined within the ME.
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function SPAWN:New( SpawnTemplatePrefix )
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local self = BASE:Inherit( self, BASE:New() )
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local self = BASE:Inherit( self, BASE:New() ) -- #SPAWN
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self:F( { SpawnTemplatePrefix } )
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local TemplateGroup = Group.getByName( SpawnTemplatePrefix )
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@ -20641,6 +20654,7 @@ end
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-- @param #number SpawnEndPoint is the waypoint where the randomization ends counting backwards.
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-- This parameter is useful to avoid randomization to end at a waypoint earlier than the last waypoint on the route.
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-- @param #number SpawnRadius is the radius in meters in which the randomization of the new waypoints, with the original waypoint of the original template located in the middle ...
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-- @param #number SpawnHeight (optional) Specifies the **additional** height in meters that can be added to the base height specified at each waypoint in the ME.
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-- @return #SPAWN
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-- @usage
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-- -- NATO helicopters engaging in the battle field.
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@ -20648,13 +20662,14 @@ end
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-- -- Waypoints 2 and 3 will only be randomized. The others will remain on their original position with each new spawn of the helicopter.
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-- -- The randomization of waypoint 2 and 3 will take place within a radius of 2000 meters.
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-- Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):RandomizeRoute( 2, 2, 2000 )
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function SPAWN:RandomizeRoute( SpawnStartPoint, SpawnEndPoint, SpawnRadius )
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self:F( { self.SpawnTemplatePrefix, SpawnStartPoint, SpawnEndPoint, SpawnRadius } )
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function SPAWN:RandomizeRoute( SpawnStartPoint, SpawnEndPoint, SpawnRadius, SpawnHeight )
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self:F( { self.SpawnTemplatePrefix, SpawnStartPoint, SpawnEndPoint, SpawnRadius, SpawnHeight } )
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self.SpawnRandomizeRoute = true
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self.SpawnRandomizeRouteStartPoint = SpawnStartPoint
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self.SpawnRandomizeRouteEndPoint = SpawnEndPoint
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self.SpawnRandomizeRouteRadius = SpawnRadius
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self.SpawnRandomizeRouteHeight = SpawnHeight
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for GroupID = 1, self.SpawnMaxGroups do
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self:_RandomizeRoute( GroupID )
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@ -21164,19 +21179,24 @@ function SPAWN:SpawnGroupName( SpawnIndex )
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end
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--- Find the first alive group.
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--- Will find the first alive GROUP it has spawned, and return the alive GROUP object and the first Index where the first alive GROUP object has been found.
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-- @param #SPAWN self
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-- @param #number SpawnCursor A number holding the index from where to find the first group from.
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-- @return Group#GROUP, #number The group found, the new index where the group was found.
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-- @return Group#GROUP, #number The GROUP object found, the new Index where the group was found.
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-- @return #nil, #nil When no group is found, #nil is returned.
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function SPAWN:GetFirstAliveGroup( SpawnCursor )
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self:F( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, SpawnCursor } )
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-- @usage
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-- -- Find the first alive GROUP object of the SpawnPlanes SPAWN object GROUP collection that it has spawned during the mission.
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-- local GroupPlane, Index = SpawnPlanes:GetFirstAliveGroup()
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-- while GroupPlane ~= nil do
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-- -- Do actions with the GroupPlane object.
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-- GroupPlane, Index = SpawnPlanes:GetNextAliveGroup( Index )
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-- end
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function SPAWN:GetFirstAliveGroup()
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self:F( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix } )
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for SpawnIndex = 1, self.SpawnCount do
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local SpawnGroup = self:GetGroupFromIndex( SpawnIndex )
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if SpawnGroup and SpawnGroup:IsAlive() then
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SpawnCursor = SpawnIndex
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return SpawnGroup, SpawnCursor
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return SpawnGroup, SpawnIndex
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end
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end
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@ -21184,27 +21204,42 @@ function SPAWN:GetFirstAliveGroup( SpawnCursor )
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end
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--- Find the next alive group.
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--- Will find the next alive GROUP object from a given Index, and return a reference to the alive GROUP object and the next Index where the alive GROUP has been found.
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-- @param #SPAWN self
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-- @param #number SpawnCursor A number holding the last found previous index.
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-- @return Group#GROUP, #number The group found, the new index where the group was found.
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-- @return #nil, #nil When no group is found, #nil is returned.
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function SPAWN:GetNextAliveGroup( SpawnCursor )
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self:F( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, SpawnCursor } )
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-- @param #number SpawnIndexStart A Index holding the start position to search from. This function can also be used to find the first alive GROUP object from the given Index.
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-- @return Group#GROUP, #number The next alive GROUP object found, the next Index where the next alive GROUP object was found.
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-- @return #nil, #nil When no alive GROUP object is found from the start Index position, #nil is returned.
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-- @usage
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-- -- Find the first alive GROUP object of the SpawnPlanes SPAWN object GROUP collection that it has spawned during the mission.
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-- local GroupPlane, Index = SpawnPlanes:GetFirstAliveGroup()
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-- while GroupPlane ~= nil do
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-- -- Do actions with the GroupPlane object.
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-- GroupPlane, Index = SpawnPlanes:GetNextAliveGroup( Index )
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-- end
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function SPAWN:GetNextAliveGroup( SpawnIndexStart )
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self:F( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, SpawnIndexStart } )
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SpawnCursor = SpawnCursor + 1
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for SpawnIndex = SpawnCursor, self.SpawnCount do
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SpawnIndexStart = SpawnIndexStart + 1
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for SpawnIndex = SpawnIndexStart, self.SpawnCount do
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local SpawnGroup = self:GetGroupFromIndex( SpawnIndex )
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if SpawnGroup and SpawnGroup:IsAlive() then
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SpawnCursor = SpawnIndex
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return SpawnGroup, SpawnCursor
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return SpawnGroup, SpawnIndex
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end
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end
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return nil, nil
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end
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--- Find the last alive group during runtime.
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--- Will find the last alive GROUP object, and will return a reference to the last live GROUP object and the last Index where the last alive GROUP object has been found.
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-- @param #SPAWN self
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-- @return Group#GROUP, #number The last alive GROUP object found, the last Index where the last alive GROUP object was found.
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-- @return #nil, #nil When no alive GROUP object is found, #nil is returned.
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-- @usage
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-- -- Find the last alive GROUP object of the SpawnPlanes SPAWN object GROUP collection that it has spawned during the mission.
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-- local GroupPlane, Index = SpawnPlanes:GetLastAliveGroup()
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-- if GroupPlane then -- GroupPlane can be nil!!!
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-- -- Do actions with the GroupPlane object.
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-- end
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function SPAWN:GetLastAliveGroup()
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self:F( { self.SpawnTemplatePrefixself.SpawnAliasPrefix } )
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@ -21461,11 +21496,19 @@ function SPAWN:_RandomizeRoute( SpawnIndex )
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local RouteCount = #SpawnTemplate.route.points
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for t = self.SpawnRandomizeRouteStartPoint + 1, ( RouteCount - self.SpawnRandomizeRouteEndPoint ) do
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SpawnTemplate.route.points[t].x = SpawnTemplate.route.points[t].x + math.random( self.SpawnRandomizeRouteRadius * -1, self.SpawnRandomizeRouteRadius )
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SpawnTemplate.route.points[t].y = SpawnTemplate.route.points[t].y + math.random( self.SpawnRandomizeRouteRadius * -1, self.SpawnRandomizeRouteRadius )
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-- TODO: manage altitude for airborne units ...
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SpawnTemplate.route.points[t].alt = nil
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--SpawnGroup.route.points[t].alt_type = nil
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-- Manage randomization of altitude for airborne units ...
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if SpawnTemplate.SpawnCategoryID == Group.Category.AIRPLANE or SpawnTemplate.SpawnCategoryID == Group.Category.HELICOPTER then
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if SpawnTemplate.route.points[t].alt and self.SpawnRandomizeRouteHeight then
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SpawnTemplate.route.points[t].alt = SpawnTemplate.route.points[t].alt + math.random( 1, self.SpawnRandomizeRouteHeight )
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end
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else
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SpawnTemplate.route.points[t].alt = nil
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end
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self:T( 'SpawnTemplate.route.points[' .. t .. '].x = ' .. SpawnTemplate.route.points[t].x .. ', SpawnTemplate.route.points[' .. t .. '].y = ' .. SpawnTemplate.route.points[t].y )
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end
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end
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@ -21489,6 +21532,9 @@ function SPAWN:_RandomizeTemplate( SpawnIndex )
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self.SpawnGroups[SpawnIndex].SpawnTemplate.start_time = self.SpawnTemplate.start_time
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for UnitID = 1, #self.SpawnGroups[SpawnIndex].SpawnTemplate.units do
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self.SpawnGroups[SpawnIndex].SpawnTemplate.units[UnitID].heading = self.SpawnTemplate.units[1].heading
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self.SpawnGroups[SpawnIndex].SpawnTemplate.units[UnitID].x = self.SpawnTemplate.units[1].x
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self.SpawnGroups[SpawnIndex].SpawnTemplate.units[UnitID].y = self.SpawnTemplate.units[1].y
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self.SpawnGroups[SpawnIndex].SpawnTemplate.units[UnitID].alt = self.SpawnTemplate.units[1].alt
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end
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end
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@ -22130,6 +22176,7 @@ ESCORT = {
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-- @param Client#CLIENT EscortClient The client escorted by the EscortGroup.
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-- @param Group#GROUP EscortGroup The group AI escorting the EscortClient.
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-- @param #string EscortName Name of the escort.
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-- @param #string EscortBriefing A text showing the ESCORT briefing to the player. Note that if no EscortBriefing is provided, the default briefing will be shown.
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-- @return #ESCORT self
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-- @usage
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-- -- Declare a new EscortPlanes object as follows:
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@ -22167,12 +22214,18 @@ function ESCORT:New( EscortClient, EscortGroup, EscortName, EscortBriefing )
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self.EscortGroup:OptionROTVertical()
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self.EscortGroup:OptionROEOpenFire()
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EscortGroup:MessageToClient( EscortGroup:GetCategoryName() .. " '" .. EscortName .. "' (" .. EscortGroup:GetCallsign() .. ") reporting! " ..
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"We're escorting your flight. " ..
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"Use the Radio Menu and F10 and use the options under + " .. EscortName .. "\n",
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60, EscortClient
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)
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if not EscortBriefing then
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EscortGroup:MessageToClient( EscortGroup:GetCategoryName() .. " '" .. EscortName .. "' (" .. EscortGroup:GetCallsign() .. ") reporting! " ..
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"We're escorting your flight. " ..
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"Use the Radio Menu and F10 and use the options under + " .. EscortName .. "\n",
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60, EscortClient
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)
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else
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EscortGroup:MessageToClient( EscortGroup:GetCategoryName() .. " '" .. EscortName .. "' (" .. EscortGroup:GetCallsign() .. ") " .. EscortBriefing,
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60, EscortClient
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)
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end
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self.FollowDistance = 100
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self.CT1 = 0
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@ -27504,7 +27557,7 @@ function PROCESS:OnStateChange( Fsm, Event, From, To )
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end
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--- This module contains the TASK_ASSIGN classes.
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--- This module contains the PROCESS_ASSIGN classes.
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--
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-- ===
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--
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@ -29129,8 +29182,9 @@ end
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--
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-- 1) @{#TASK_SEAD} class, extends @{Task#TASK_BASE}
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-- =================================================
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-- The @{#TASK_SEAD} class defines a new SEAD task of a @{Set} of Target Units, located at a Target Zone, based on the tasking capabilities defined in @{Task#TASK_BASE}.
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-- The TASK_SEAD is processed through a @{Statemachine#STATEMACHINE_TASK}, and has the following statuses:
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-- The @{#TASK_SEAD} class defines a SEAD task for a @{Set} of Target Units, located at a Target Zone,
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-- based on the tasking capabilities defined in @{Task#TASK_BASE}.
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-- The TASK_SEAD is implemented using a @{Statemachine#STATEMACHINE_TASK}, and has the following statuses:
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--
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-- * **None**: Start of the process
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-- * **Planned**: The SEAD task is planned. Upon Planned, the sub-process @{Process_Assign#PROCESS_ASSIGN_ACCEPT} is started to accept the task.
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@ -29274,8 +29328,9 @@ end
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--
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-- 1) @{#TASK_A2G} class, extends @{Task#TASK_BASE}
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-- =================================================
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-- The @{#TASK_A2G} class defines a new CAS task of a @{Set} of Target Units, located at a Target Zone, based on the tasking capabilities defined in @{Task#TASK_BASE}.
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-- The TASK_A2G is processed through a @{Statemachine#STATEMACHINE_TASK}, and has the following statuses:
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-- The @{#TASK_A2G} class defines a CAS or BAI task of a @{Set} of Target Units,
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-- located at a Target Zone, based on the tasking capabilities defined in @{Task#TASK_BASE}.
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-- The TASK_A2G is implemented using a @{Statemachine#STATEMACHINE_TASK}, and has the following statuses:
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--
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-- * **None**: Start of the process
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-- * **Planned**: The SEAD task is planned. Upon Planned, the sub-process @{Process_Assign#PROCESS_ASSIGN_ACCEPT} is started to accept the task.
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@ -29287,7 +29342,7 @@ end
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--
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-- ### Authors: FlightControl - Design and Programming
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--
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-- @module Task_CAS
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-- @module Task_A2G
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do -- TASK_A2G
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@ -1,5 +1,5 @@
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env.info( '*** MOOSE STATIC INCLUDE START *** ' )
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env.info( 'Moose Generation Timestamp: 20160803_2050' )
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env.info( 'Moose Generation Timestamp: 20160810_0820' )
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local base = _G
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Include = {}
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@ -22176,6 +22176,7 @@ ESCORT = {
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-- @param Client#CLIENT EscortClient The client escorted by the EscortGroup.
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-- @param Group#GROUP EscortGroup The group AI escorting the EscortClient.
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-- @param #string EscortName Name of the escort.
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-- @param #string EscortBriefing A text showing the ESCORT briefing to the player. Note that if no EscortBriefing is provided, the default briefing will be shown.
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-- @return #ESCORT self
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-- @usage
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-- -- Declare a new EscortPlanes object as follows:
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@ -22213,12 +22214,18 @@ function ESCORT:New( EscortClient, EscortGroup, EscortName, EscortBriefing )
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self.EscortGroup:OptionROTVertical()
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self.EscortGroup:OptionROEOpenFire()
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EscortGroup:MessageToClient( EscortGroup:GetCategoryName() .. " '" .. EscortName .. "' (" .. EscortGroup:GetCallsign() .. ") reporting! " ..
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"We're escorting your flight. " ..
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"Use the Radio Menu and F10 and use the options under + " .. EscortName .. "\n",
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60, EscortClient
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)
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if not EscortBriefing then
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EscortGroup:MessageToClient( EscortGroup:GetCategoryName() .. " '" .. EscortName .. "' (" .. EscortGroup:GetCallsign() .. ") reporting! " ..
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"We're escorting your flight. " ..
|
||||
"Use the Radio Menu and F10 and use the options under + " .. EscortName .. "\n",
|
||||
60, EscortClient
|
||||
)
|
||||
else
|
||||
EscortGroup:MessageToClient( EscortGroup:GetCategoryName() .. " '" .. EscortName .. "' (" .. EscortGroup:GetCallsign() .. ") " .. EscortBriefing,
|
||||
60, EscortClient
|
||||
)
|
||||
end
|
||||
|
||||
self.FollowDistance = 100
|
||||
self.CT1 = 0
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user