Compare commits
5 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| c9b50f8f72 | |||
| 015d7ee191 | |||
| 2c54907cd5 | |||
| 31ab36d645 | |||
| 4b2c337695 |
@@ -33,6 +33,8 @@ public unsafe class IntegrationsController : IDisposable
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private bool _requestRefreshOnLoad = true;
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/// <summary>Frames to wait before moving the map off-screen after a silent refresh so the game has time to populate markers.</summary>
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private int _silentRefreshHideFramesRemaining;
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/// <summary>Frames to skip quest/temp-marker-triggered silent refresh after user opened map via Duty List (quest/gathering/flag/teleport).</summary>
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private int _suppressSilentRefreshFramesRemaining;
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/// <summary>True while we're doing a silent refresh; OnAreaMapPreShow should not open the MapWindow.</summary>
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public static bool SilentRefreshInProgress { get; private set; }
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@@ -135,23 +137,37 @@ public unsafe class IntegrationsController : IDisposable
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}
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// Quest turned in, quest accepted, or objectives updated: refresh so markers stay in sync
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// Skip these triggers when user just opened map via Duty List (quest/gathering/flag/teleport)
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// so we don't close the map they intentionally opened.
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if (_suppressSilentRefreshFramesRemaining > 0) {
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_suppressSilentRefreshFramesRemaining--;
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}
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var skipQuestTempRefresh = _suppressSilentRefreshFramesRemaining > 0;
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var questCount = GetActiveQuestCount();
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var tempCount = -1;
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try { tempCount = (int)AgentMap.Instance()->TempMapMarkerCount; } catch { }
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if (_lastQuestCount >= 0 && questCount < _lastQuestCount)
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RequestSilentRefresh(); // quest turned in
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if (_lastQuestCount >= 0 && questCount > _lastQuestCount)
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RequestSilentRefresh(); // quest accepted
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if (_lastTempMarkerCount >= 0 && tempCount >= 0 && tempCount < _lastTempMarkerCount)
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RequestSilentRefresh(); // objectives decreased
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if (_lastTempMarkerCount >= 0 && tempCount >= 0 && tempCount > _lastTempMarkerCount)
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RequestSilentRefresh(); // objectives added (e.g. new quest)
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var sequenceSnapshot = GetQuestSequenceSnapshot();
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if (_lastQuestSequenceSnapshot.Length > 0 && sequenceSnapshot != _lastQuestSequenceSnapshot)
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RequestSilentRefresh(); // quest step advanced (multi-step objective)
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_lastQuestCount = questCount;
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_lastTempMarkerCount = tempCount;
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_lastQuestSequenceSnapshot = sequenceSnapshot;
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if (!skipQuestTempRefresh) {
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if (_lastQuestCount >= 0 && questCount < _lastQuestCount)
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RequestSilentRefresh(); // quest turned in
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if (_lastQuestCount >= 0 && questCount > _lastQuestCount)
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RequestSilentRefresh(); // quest accepted
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if (_lastTempMarkerCount >= 0 && tempCount >= 0 && tempCount < _lastTempMarkerCount)
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RequestSilentRefresh(); // objectives decreased
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if (_lastTempMarkerCount >= 0 && tempCount >= 0 && tempCount > _lastTempMarkerCount)
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RequestSilentRefresh(); // objectives added (e.g. new quest)
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if (_lastQuestSequenceSnapshot.Length > 0 && sequenceSnapshot != _lastQuestSequenceSnapshot)
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RequestSilentRefresh(); // quest step advanced (multi-step objective)
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_lastQuestCount = questCount;
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_lastTempMarkerCount = tempCount;
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_lastQuestSequenceSnapshot = sequenceSnapshot;
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} else {
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// During suppression: only update temp baseline so we don't false-trigger when suppression
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// ends (e.g. Duty List click repopulates markers). Keep _lastQuestCount and _lastQuestSequenceSnapshot
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// so quest turn-in and objective progression during suppression still trigger refresh when suppression ends.
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_lastTempMarkerCount = tempCount;
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}
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}
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/// <summary>Build a string of (QuestId, Sequence) for each active quest so we can detect step advances.</summary>
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@@ -173,6 +189,12 @@ public unsafe class IntegrationsController : IDisposable
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}
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}
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/// <summary>Call when user opens map via Duty List (quest/gathering/flag/teleport). Suppresses quest/temp-marker-triggered silent refresh for ~1s so we don't close the map.</summary>
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private void SuppressSilentRefreshForUserMapOpen()
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{
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_suppressSilentRefreshFramesRemaining = 30; // ~1 second at typical framerate
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}
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/// <summary>Request a silent map refresh; opens the map, waits a few frames for the game to populate markers (and caches), then Hide().</summary>
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private void RequestSilentRefresh()
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{
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@@ -187,6 +209,9 @@ public unsafe class IntegrationsController : IDisposable
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var currentMapId = agent->CurrentMapId;
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if (currentMapId == 0) return;
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// Clear temp marker cache so old markers (e.g. from turned-in quest) don't persist
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MapRenderer.MapRenderer.InvalidateTempMarkerCache(currentMapId);
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SilentRefreshInProgress = true;
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agent->OpenMapByMapId(currentMapId, 0, true);
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agent->ResetMapMarkers();
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@@ -348,10 +373,11 @@ public unsafe class IntegrationsController : IDisposable
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Service.Log.Debug($"[OpenMap] Centering Map on X = {targetMarker.X}, Y = {targetMarker.Y}");
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}
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SuppressSilentRefreshForUserMapOpen();
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System.MapWindow.ProcessingCommand = true;
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}
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private static void ProcessGatheringLink(AgentMap* agent)
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private void ProcessGatheringLink(AgentMap* agent)
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{
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Service.Log.Debug("[OpenMap] Processing GatheringLog Event");
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@@ -363,10 +389,11 @@ public unsafe class IntegrationsController : IDisposable
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Service.Log.Debug($"[OpenMap] Centering Map on X = {targetMarker.X}, Y = {targetMarker.Y}");
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}
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SuppressSilentRefreshForUserMapOpen();
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System.MapWindow.ProcessingCommand = true;
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}
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private static void ProcessFlagLink(AgentMap* agent)
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private void ProcessFlagLink(AgentMap* agent)
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{
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Service.Log.Debug("[OpenMap] Processing FlagMarker Event");
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@@ -378,10 +405,11 @@ public unsafe class IntegrationsController : IDisposable
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Service.Log.Debug($"[OpenMap] Centering Map on X = {targetMarker.X}, Y = {targetMarker.Y}");
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}
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SuppressSilentRefreshForUserMapOpen();
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System.MapWindow.ProcessingCommand = true;
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}
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private static void ProcessForayLink(AgentMap* agent, OpenMapInfo* mapInfo)
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private void ProcessForayLink(AgentMap* agent, OpenMapInfo* mapInfo)
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{
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Service.Log.Debug("[OpenMap] Processing Bozja Event");
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@@ -392,6 +420,7 @@ public unsafe class IntegrationsController : IDisposable
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CenterOnMarker(eventMarker.Value);
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}
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SuppressSilentRefreshForUserMapOpen();
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System.MapWindow.ProcessingCommand = true;
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}
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@@ -407,12 +436,14 @@ public unsafe class IntegrationsController : IDisposable
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OpenMap(mapInfo->MapId);
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SuppressSilentRefreshForUserMapOpen();
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System.MapWindow.ProcessingCommand = true;
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return;
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}
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Service.Log.Debug($"[OpenMap] Already in MapId: {targetMapId}, aborting.");
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SuppressSilentRefreshForUserMapOpen();
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System.MapWindow.ProcessingCommand = true;
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}
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@@ -112,6 +112,8 @@ public class SystemConfig : CharacterConfiguration
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public bool MinimapShowQuestDirectionArrow = true;
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/// <summary>Show direction arrows for nearby FATEs on the minimap (purple, matching FATE marker).</summary>
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public bool MinimapShowFateDirectionArrows = true;
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/// <summary>Show a red direction arrow pointing toward the player flag when it's off the minimap.</summary>
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public bool MinimapShowFlagDirectionArrow = true;
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/// <summary>Show quest objective area radius circles on the minimap (same as Area Map).</summary>
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public bool MinimapShowQuestAreaRadius = true;
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/// <summary>When true, minimap hides with the game GUI (dialogue, interaction, nameplates off). When false, minimap stays visible during dialogue and object interaction.</summary>
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@@ -214,7 +214,7 @@ public unsafe partial class MapRenderer : IDisposable
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// Markers are drawn from whatever the game has already populated (e.g. after opening the map once).
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// When the game has the current map loaded (area map open or just closed), update our cache for this map.
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if (agent->SelectedMapId == currentMapId && agent->SelectedMapPath.Length > 0) {
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if (agent->SelectedMapId == currentMapId && agent->SelectedMapPath.Length > 0 && agent->SelectedMapBgPath.Length > 0) {
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var bgPath = $"{agent->SelectedMapBgPath}.tex";
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var fgPath = $"{agent->SelectedMapPath}.tex";
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var pathKey = bgPath + "|" + fgPath;
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@@ -282,6 +282,8 @@ public unsafe partial class MapRenderer : IDisposable
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DrawMinimapQuestDirectionArrow(contentTopLeft, drawPosition, scale, size, centerOffset, cached.OffsetX, cached.OffsetY, cached.ScaleFactor, currentMapId);
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if (System.SystemConfig.MinimapShowFateDirectionArrows)
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DrawMinimapFateDirectionArrows(contentTopLeft, drawPosition, scale, size, centerOffset, cached.OffsetX, cached.OffsetY, cached.ScaleFactor);
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if (System.SystemConfig.MinimapShowFlagDirectionArrow)
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DrawMinimapFlagDirectionArrow(contentTopLeft, drawPosition, scale, size, centerOffset, cached.OffsetX, cached.OffsetY, cached.ScaleFactor);
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}
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private void TrimMinimapCacheToLimit()
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@@ -344,13 +346,23 @@ public unsafe partial class MapRenderer : IDisposable
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private static TexFile? GetTexFile(string rawPath)
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{
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var path = Service.TextureSubstitutionProvider.GetSubstitutedPath(rawPath);
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if (Path.IsPathRooted(path)) {
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return Service.DataManager.GameData.GetFileFromDisk<TexFile>(path);
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if (string.IsNullOrWhiteSpace(rawPath)) return null;
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string path;
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try {
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path = Service.TextureSubstitutionProvider.GetSubstitutedPath(rawPath);
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} catch {
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return null;
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}
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if (string.IsNullOrWhiteSpace(path)) return null;
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return Service.DataManager.GetFile<TexFile>(path);
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try {
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if (Path.IsPathRooted(path)) {
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return Service.DataManager.GameData.GetFileFromDisk<TexFile>(path);
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}
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return Service.DataManager.GetFile<TexFile>(path);
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} catch {
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return null;
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}
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}
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private void DrawMapMarkers()
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@@ -150,14 +150,7 @@ public partial class MapRenderer
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list.Add((tx, ty, tooltip, iconId));
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}
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if (agent->FlagMarkerCount > 0) {
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ref var flag = ref agent->FlagMapMarkers[0];
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if (flag.TerritoryId == agent->CurrentMapId || flag.TerritoryId == agent->CurrentTerritoryId) {
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var tooltip = System.TooltipCache.GetValue(flag.MapMarker.IconId);
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if (string.IsNullOrEmpty(tooltip)) tooltip = "Flag";
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AddIfNew(1024.0f + (flag.XFloat - offsetX) * scaleFactor, 1024.0f + (flag.YFloat - offsetY) * scaleFactor, tooltip, flag.MapMarker.IconId);
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}
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}
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// Flag excluded: drawn separately with red arrow via DrawMinimapFlagDirectionArrow
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if (agent->TempMapMarkerCount > 0) {
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var span = new Span<TempMapMarker>(Unsafe.AsPointer(ref agent->TempMapMarkers[0]), agent->TempMapMarkerCount);
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@@ -290,6 +283,65 @@ public partial class MapRenderer
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}
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}
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/// <summary>Draws a red direction arrow at the edge of the minimap pointing toward the player flag. Only shown when the flag is off the minimap.</summary>
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private unsafe void DrawMinimapFlagDirectionArrow(
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Vector2 contentTopLeft,
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Vector2 drawPosition,
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float scale,
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Vector2 size,
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Vector2 centerOffset,
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float offsetX,
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float offsetY,
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float scaleFactor)
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{
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var agent = AgentMap.Instance();
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if (agent->FlagMarkerCount is 0) return;
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ref var flag = ref agent->FlagMapMarkers[0];
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if (flag.TerritoryId != agent->CurrentTerritoryId || flag.MapId != agent->CurrentMapId) return;
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var radius = Math.Min(size.X, size.Y) * 0.5f;
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var arrowDist = radius - 4f;
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var centerScreen = contentTopLeft + centerOffset;
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var drawList = ImGui.GetWindowDrawList();
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var tx = 1024.0f + (flag.XFloat - offsetX) * scaleFactor;
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var ty = 1024.0f + (flag.YFloat - offsetY) * scaleFactor;
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var targetInContent = drawPosition + new Vector2(tx, ty) * scale;
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var toTarget = targetInContent - centerOffset;
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var distToTarget = toTarget.Length();
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if (distToTarget < 0.01f) return;
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if (distToTarget <= radius) return; // Flag visible on minimap, no arrow
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const float arrowSize = 20f;
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const float baseHalf = 8f;
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const float headDepth = 5f;
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var colorHead = ImGui.GetColorU32(new Vector4(0.92f, 0.2f, 0.2f, 0.95f));
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var colorOutline = ImGui.GetColorU32(new Vector4(0.45f, 0.08f, 0.08f, 1f));
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var direction = toTarget / distToTarget;
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var arrowPos = centerScreen + direction * arrowDist;
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var cos = MathF.Cos(MathF.Atan2(direction.Y, direction.X));
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var sin = MathF.Sin(MathF.Atan2(direction.Y, direction.X));
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var perpX = -sin;
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var perpY = cos;
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var tipScreen = arrowPos + new Vector2(cos * arrowSize, sin * arrowSize);
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var baseBack = arrowPos - new Vector2(cos * headDepth, sin * headDepth);
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var base1Screen = baseBack + new Vector2(perpX * baseHalf, perpY * baseHalf);
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var base2Screen = baseBack - new Vector2(perpX * baseHalf, perpY * baseHalf);
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drawList.AddTriangleFilled(tipScreen, base1Screen, base2Screen, colorHead);
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drawList.AddTriangle(tipScreen, base1Screen, base2Screen, colorOutline, 2f);
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var tooltip = System.TooltipCache.GetValue(flag.MapMarker.IconId);
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if (string.IsNullOrEmpty(tooltip)) tooltip = "Flag";
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var minX = Math.Min(tipScreen.X, Math.Min(base1Screen.X, base2Screen.X)) - 4f;
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var minY = Math.Min(tipScreen.Y, Math.Min(base1Screen.Y, base2Screen.Y)) - 4f;
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var maxX = Math.Max(tipScreen.X, Math.Max(base1Screen.X, base2Screen.X)) + 4f;
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var maxY = Math.Max(tipScreen.Y, Math.Max(base1Screen.Y, base2Screen.Y)) + 4f;
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if (ImGui.IsMouseHoveringRect(new Vector2(minX, minY), new Vector2(maxX, maxY)))
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ImGui.SetTooltip(tooltip);
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}
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private static bool IsInMinimapBounds(Vector2 contentPos, Vector2 size, float margin)
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{
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// Use a large margin so we don't cull markers that are panned slightly off (zoomed in).
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@@ -317,6 +369,9 @@ public partial class MapRenderer
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/// <summary>Cached quest/objective (temp) markers per map; populated during silent refresh on quest accept/turn-in/objective update.</summary>
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private static readonly Dictionary<uint, List<CachedTempMarker>> TempMarkerCache = new();
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/// <summary>Clear the temp marker cache for a map so stale markers (e.g. from a turned-in quest) are not drawn until we refresh.</summary>
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public static void InvalidateTempMarkerCache(uint mapId) => TempMarkerCache.Remove(mapId);
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/// <summary>Cached non-FATE event markers per map; populated during silent refresh.</summary>
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private static readonly Dictionary<uint, List<CachedEventMarker>> EventMarkerCache = new();
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@@ -674,7 +729,8 @@ public partial class MapRenderer
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var agent = AgentMap.Instance();
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if (agent->FlagMarkerCount is 0) return;
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ref var flag = ref agent->FlagMapMarkers[0];
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if (flag.TerritoryId != agent->CurrentMapId) return;
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// Match territory (zone) and map (sub-area); flag stores TerritoryId and MapId from SetFlagMapMarker
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if (flag.TerritoryId != agent->CurrentTerritoryId || flag.MapId != agent->CurrentMapId) return;
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if (System.IconConfig.IconSettingMap.TryGetValue(flag.MapMarker.IconId, out var setting) && setting.Hide) return;
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+1
-1
@@ -4,7 +4,7 @@
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<Name>HSMappy</Name>
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<InternalName>HSMappy</InternalName>
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<Author>Knack117</Author>
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<Version>1.0.0.0</Version>
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<Version>1.0.0.5</Version>
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<Punchline>A more versatile in-game map.</Punchline>
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<Description>Replaces the in-game map with an ImGui implementation with several additional features. Fork with minimap improvements, quest radius on minimap, and more.</Description>
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<RepoUrl>http://brassnet.ddns.net:33983/KnackAtNite/HSMappy</RepoUrl>
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@@ -280,6 +280,9 @@ public class MinimapOptionsTab : ITabItem
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configChanged |= ImGui.Checkbox("Show FATE Direction Arrows", ref System.SystemConfig.MinimapShowFateDirectionArrows);
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if (ImGui.IsItemHovered(ImGuiHoveredFlags.AllowWhenDisabled))
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ImGui.SetTooltip("Show purple arrows at the edge of the minimap pointing toward nearby FATEs.");
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configChanged |= ImGui.Checkbox("Show Flag Direction Arrow", ref System.SystemConfig.MinimapShowFlagDirectionArrow);
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if (ImGui.IsItemHovered(ImGuiHoveredFlags.AllowWhenDisabled))
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ImGui.SetTooltip("Show a red arrow at the edge of the minimap pointing toward your placed flag.");
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configChanged |= ImGui.Checkbox("Show Quest Area Radius", ref System.SystemConfig.MinimapShowQuestAreaRadius);
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if (ImGui.IsItemHovered(ImGuiHoveredFlags.AllowWhenDisabled))
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ImGui.SetTooltip("Show quest objective area circles on the minimap (same as on the Area Map).");
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@@ -1 +1 @@
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[{"Author":"Knack117","Name":"HSMappy","Punchline":"A more versatile in-game map.","Description":"Replaces the in-game map with an ImGui implementation with several additional features. Fork with minimap improvements, quest radius on minimap, white gradient player cone, and more.","Changelog":"1.0.0.0: Initial HSMappy release. Minimap: quest radius circle (orange, transparent), tooltip; cone drawn under markers; white gradient cone; /hsmappy commands.","InternalName":"HSMappy","AssemblyVersion":"1.0.0.0","RepoUrl":"http://brassnet.ddns.net:33983/KnackAtNite/HSMappy","ApplicableVersion":"any","Tags":["map","mapping","overlay","utility"],"CategoryTags":["jobs"],"DalamudApiLevel":14,"DownloadLinkInstall":"http://brassnet.ddns.net:33983/KnackAtNite/HSMappy/releases/download/v1.0.0.0/latest.zip","IsHide":false,"IsTestingExclusive":false,"DownloadLinkTesting":"http://brassnet.ddns.net:33983/KnackAtNite/HSMappy/releases/download/v1.0.0.0/latest.zip","DownloadLinkUpdate":"http://brassnet.ddns.net:33983/KnackAtNite/HSMappy/releases/download/v1.0.0.0/latest.zip","LastUpdate":"1761700000"}]
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[{"Author":"Knack117","Name":"HSMappy","Punchline":"A more versatile in-game map.","Description":"Replaces the in-game map with an ImGui implementation with several additional features. Fork with minimap improvements, quest radius on minimap, white gradient player cone, and more.","Changelog":"1.0.0.5: Fix crash when map texture path is invalid (ArgumentOutOfRangeException in Lumina GetFileHash). 1.0.0.4: Temp marker circle refreshes when quest objective is progressed. 1.0.0.3: Fix marker cache refresh after quest turn-in; invalidate temp cache so old markers don't persist. 1.0.0.2: Red direction arrow on minimap pointing to player flag. 1.0.0.1: Duty List quest click keeps Area Map open; player flags show on minimap. 1.0.0.0: Initial HSMappy release. Minimap: quest radius circle (orange, transparent), tooltip; cone drawn under markers; white gradient cone; /hsmappy commands.","InternalName":"HSMappy","AssemblyVersion":"1.0.0.5","RepoUrl":"http://brassnet.ddns.net:33983/KnackAtNite/HSMappy","ApplicableVersion":"any","Tags":["map","mapping","overlay","utility"],"CategoryTags":["jobs"],"DalamudApiLevel":14,"DownloadLinkInstall":"http://brassnet.ddns.net:33983/KnackAtNite/HSMappy/releases/download/v1.0.0.5/latest.zip","IsHide":false,"IsTestingExclusive":false,"DownloadLinkTesting":"http://brassnet.ddns.net:33983/KnackAtNite/HSMappy/releases/download/v1.0.0.5/latest.zip","DownloadLinkUpdate":"http://brassnet.ddns.net:33983/KnackAtNite/HSMappy/releases/download/v1.0.0.5/latest.zip","LastUpdate":"1772146500"}]
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|
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Reference in New Issue
Block a user