mirror of
https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
resting: changed spawn for PFH, reorganized code
This commit is contained in:
@ -1,4 +1,7 @@
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#include "script_component.hpp"
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#include "script_component.hpp"
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PREP(getIntersection);
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PREP(hasBipod);
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PREP(hasBipod);
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PREP(pfhCheckRest);
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PREP(restWeapon);
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PREP(restWeapon);
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PREP(unRestWeapon);
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@ -6,7 +6,7 @@ class CfgPatches {
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weapons[] = {};
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weapons[] = {};
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requiredVersion = REQUIRED_VERSION;
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requiredVersion = REQUIRED_VERSION;
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requiredAddons[] = {"ace_common"};
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requiredAddons[] = {"ace_common"};
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author[] = {"KoffeinFlummi", "TaoSensai"};
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author[] = {"KoffeinFlummi", "TaoSensai", "CAA-Picard"};
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authorUrl = "https://github.com/KoffeinFlummi/";
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authorUrl = "https://github.com/KoffeinFlummi/";
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VERSION_CONFIG;
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VERSION_CONFIG;
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};
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};
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70
addons/resting/functions/fnc_getIntersection.sqf
Normal file
70
addons/resting/functions/fnc_getIntersection.sqf
Normal file
@ -0,0 +1,70 @@
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/*
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* Author: KoffeinFlummi, edited by commy2 and CAA-Picard
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*
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* Prepares intersects
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*
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* Arguments:
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* 0: unit
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* 1: vehicle
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* 2: weapon
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*
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* Return Values:
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* [_intersectsMiddle, _intersectsLeft, _intersectsRight, _intersectsDown]
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*
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*/
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#include "script_component.hpp"
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EXPLODE_3_PVT(_this,_unit,_vehicle,_weapon);
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private ["_weaponPos", "_weaponDir", "_weaponPosDown"];
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_weaponPos = ATLtoASL (_unit modelToWorld (_unit selectionPosition "RightHand"));
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_weaponDir = _unit weaponDirection _weapon;
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_weaponPosDown = _weaponPos vectorAdd [0,0,-MAXHEIGHT];
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private ["_checkPosMiddle", "_checkPosLeft", "_checkPosRight", "_checkPosDown"];
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_checkPosMiddle = [
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(_weaponPos select 0) + MAXDISTANCE * (_weaponDir select 0),
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(_weaponPos select 1) + MAXDISTANCE * (_weaponDir select 1),
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(_weaponPos select 2) + MAXDISTANCE * (_weaponDir select 2)
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];
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_checkPosLeft = [
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(_weaponPos select 0) + MAXDISTANCE * sin (((_weaponDir select 0) atan2 (_weaponDir select 1)) + 360 - MAXANGLE),
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(_weaponPos select 1) + MAXDISTANCE * cos (((_weaponDir select 0) atan2 (_weaponDir select 1)) + 360 - MAXANGLE),
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(_weaponPos select 2) + MAXDISTANCE * (_weaponDir select 2)
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];
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_checkPosRight = [
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(_weaponPos select 0) + MAXDISTANCE * sin (((_weaponDir select 0) atan2 (_weaponDir select 1)) + MAXANGLE),
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(_weaponPos select 1) + MAXDISTANCE * cos (((_weaponDir select 0) atan2 (_weaponDir select 1)) + MAXANGLE),
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(_weaponPos select 2) + MAXDISTANCE * (_weaponDir select 2)
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];
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_checkPosDown = [
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(_weaponPos select 0) + MAXDISTANCE * (_weaponDir select 0),
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(_weaponPos select 1) + MAXDISTANCE * (_weaponDir select 1),
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(_weaponPos select 2) + MAXDISTANCE * (_weaponDir select 2) - MAXHEIGHT
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];
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/* UNCOMMENT THIS FOR DEBUGGING
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weaponPos = ASLtoATL _weaponPos;
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weaponPosDown = ASLtoATL _weaponPosDown;
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checkPosMiddle = ASLtoATL _checkPosMiddle;
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checkPosLeft = ASLtoATL _checkPosLeft;
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checkPosRight = ASLtoATL _checkPosRight;
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checkPosDown = ASLtoATL _checkPosDown;
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onEachFrame {
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drawLine3D [weaponPos, checkPosMiddle, [1,0,0,1]];
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drawLine3D [weaponPos, checkPosLeft, [1,0,0,1]];
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drawLine3D [weaponPos, checkPosRight, [1,0,0,1]];
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drawLine3D [weaponPosDown, checkPosDown, [1,0,0,1]];
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};*/
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private ["_intersectsMiddle", "_intersectsLeft", "_intersectsRight", "_intersectsDown"];
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_intersectsMiddle = lineIntersects [_weaponPos, _checkPosMiddle];
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_intersectsLeft = lineIntersects [_weaponPos, _checkPosLeft];
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_intersectsRight = lineIntersects [_weaponPos, _checkPosRight];
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_intersectsDown = lineIntersects [_weaponPos, _checkPosDown] || {terrainIntersectASL [_weaponPosDown, _checkPosDown]};
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[_intersectsMiddle, _intersectsLeft, _intersectsRight, _intersectsDown]
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@ -1,10 +1,20 @@
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// by commy2
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/*
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* Author: Commy2
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*
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* Check if the weapon has a bipod
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*
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* Arguments:
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* 0: weapon
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*
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* Return Values:
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* Boolean
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*
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*/
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#include "script_component.hpp"
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#include "script_component.hpp"
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private ["_weapon", "_config"];
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EXPLODE_1_PVT(_this,_weapon);
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_weapon = _this select 0;
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private ["_config"];
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_config = configFile >> "CfgWeapons" >> _weapon;
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_config = configFile >> "CfgWeapons" >> _weapon;
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getNumber (_config >> "ACE_Bipod") == 1 ||
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getNumber (_config >> "ACE_Bipod") == 1 ||
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41
addons/resting/functions/fnc_pfhCheckRest.sqf
Normal file
41
addons/resting/functions/fnc_pfhCheckRest.sqf
Normal file
@ -0,0 +1,41 @@
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/*
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* Author: KoffeinFlummi, edited by commy2 and CAA-Picard
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*
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* PFH that check for player moving away, changing weapon, etc
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* and unrests the weapon if necessary
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*
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* Arguments:
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* 0: unit
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* 1: vehicle
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* 2: weapon
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* 3: rested position
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*
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* Return Values:
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* None
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*
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*/
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#include "script_component.hpp"
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EXPLODE_2_PVT(_this,_params,_pfhId);
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EXPLODE_4_PVT(_params,_unit,_vehicle,_weapon,_restedPosition);
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if !(_unit getVariable ["ACE_weaponRested", false]) exitWith {
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[_pfhId] call cba_fnc_removePerFrameHandler;
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};
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private ["_intersects"];
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_intersects = _params call FUNC(getIntersection);
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if (
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_unit != ACE_player
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|| {_vehicle != vehicle _unit}
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|| {inputAction "reloadMagazine" != 0}
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|| {weaponLowered _unit}
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|| {speed _unit > 1}
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|| {currentWeapon _unit != _weapon}
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|| {getPosASL _unit distanceSqr _restedPosition > 1}
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|| {!(true in _intersects)}
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) exitWith {
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[_pfhId] call cba_fnc_removePerFrameHandler;
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[_unit, _vehicle, _weapon] call FUNC(unRestWeapon)
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};
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@ -1,5 +1,5 @@
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/*
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/*
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* Author: KoffeinFlummi, edited by commy2
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* Author: KoffeinFlummi, edited by commy2 and CAA-Picard
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*
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*
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* Rests the player's weapon if possible.
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* Rests the player's weapon if possible.
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*
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*
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@ -12,124 +12,18 @@
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*/
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*/
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#include "script_component.hpp"
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#include "script_component.hpp"
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#define RESTEDRECOIL 0.6
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EXPLODE_3_PVT(_this,_unit,_vehicle,_weapon);
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#define BIPODRECOIL 0.3
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#define MAXDISTANCE 1
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#define MAXANGLE 15
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#define MAXHEIGHT 0.45
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#define CAMSHAKE [1,0.5,5]
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private ["_unit", "_vehicle", "_weapon"];
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_unit = _this select 0;
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_vehicle = _this select 1;
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_weapon = _this select 2;
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if (_weapon != primaryWeapon _unit) exitWith {};
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if (_weapon != primaryWeapon _unit) exitWith {};
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// UNREST THE WEAPON
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if (_unit getVariable ["ACE_weaponRested", false]) exitWith {_this call FUNC(unRestWeapon)};
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private "_fnc_unRestWeapon";
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_fnc_unRestWeapon = {
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addCamShake CAMSHAKE;
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private "_animation";
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_animation = animationState _unit;
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if (_unit getVariable ["ACE_bipodDeployed", false]) then {
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_unit setUnitRecoilCoefficient (unitRecoilCoefficient _unit / BIPODRECOIL);
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if (_animation find "_ace_deploy" != -1) then {
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//[_unit, [_animation, "_ace_deploy", ""] call CBA_fnc_replace, 2] call EFUNC(common,doAnimation);
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_unit switchMove ([_animation, "_ace_deploy", ""] call CBA_fnc_replace);
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};
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private "_picture";
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_picture = getText (configFile >> "CfgWeapons" >> _weapon >> "picture");
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[localize "STR_ACE_Resting_BipodUndeployed", _picture] call EFUNC(common,displayTextPicture);
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} else {
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_unit setUnitRecoilCoefficient (unitRecoilCoefficient _unit / RESTEDRECOIL);
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if (_animation find "_ace_rested" != -1) then {
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//[_unit, [_animation, "_ace_rested", ""] call CBA_fnc_replace, 2] call EFUNC(common,doAnimation);
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_unit switchMove ([_animation, "_ace_rested", ""] call CBA_fnc_replace);
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};
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private "_picture";
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_picture = getText (configFile >> "CfgWeapons" >> _weapon >> "picture");
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[localize "STR_ACE_Resting_WeaponLifted", _picture] call EFUNC(common,displayTextPicture);
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};
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_unit setVariable ["ACE_weaponRested", false];
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_unit setVariable ["ACE_bipodDeployed", false];
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};
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if (_unit getVariable ["ACE_weaponRested", false]) exitWith {call _fnc_unRestWeapon};
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// exit if this is not an available animation
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// exit if this is not an available animation
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if (!isClass (configFile >> "CfgMovesMaleSdr" >> "States" >> format ["%1_ace_deploy", animationState _unit])) exitWith {};
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if (!isClass (configFile >> "CfgMovesMaleSdr" >> "States" >> format ["%1_ace_deploy", animationState _unit])) exitWith {};
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// PREPARE INTERSECTS
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private "_fnc_getIntersection";
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_fnc_getIntersection = {
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private ["_weaponPos", "_weaponDir", "_weaponPosDown"];
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_weaponPos = ATLtoASL (_unit modelToWorld (_unit selectionPosition "RightHand"));
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_weaponDir = _unit weaponDirection _weapon;
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_weaponPosDown = _weaponPos vectorAdd [0,0,-MAXHEIGHT];
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private ["_checkPosMiddle", "_checkPosLeft", "_checkPosRight", "_checkPosDown"];
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_checkPosMiddle = [
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(_weaponPos select 0) + MAXDISTANCE * (_weaponDir select 0),
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(_weaponPos select 1) + MAXDISTANCE * (_weaponDir select 1),
|
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(_weaponPos select 2) + MAXDISTANCE * (_weaponDir select 2)
|
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];
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_checkPosLeft = [
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(_weaponPos select 0) + MAXDISTANCE * sin (((_weaponDir select 0) atan2 (_weaponDir select 1)) + 360 - MAXANGLE),
|
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(_weaponPos select 1) + MAXDISTANCE * cos (((_weaponDir select 0) atan2 (_weaponDir select 1)) + 360 - MAXANGLE),
|
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(_weaponPos select 2) + MAXDISTANCE * (_weaponDir select 2)
|
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];
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_checkPosRight = [
|
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(_weaponPos select 0) + MAXDISTANCE * sin (((_weaponDir select 0) atan2 (_weaponDir select 1)) + MAXANGLE),
|
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(_weaponPos select 1) + MAXDISTANCE * cos (((_weaponDir select 0) atan2 (_weaponDir select 1)) + MAXANGLE),
|
|
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(_weaponPos select 2) + MAXDISTANCE * (_weaponDir select 2)
|
|
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];
|
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_checkPosDown = [
|
|
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(_weaponPos select 0) + MAXDISTANCE * (_weaponDir select 0),
|
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(_weaponPos select 1) + MAXDISTANCE * (_weaponDir select 1),
|
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(_weaponPos select 2) + MAXDISTANCE * (_weaponDir select 2) - MAXHEIGHT
|
|
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];
|
|
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|
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/* UNCOMMENT THIS FOR DEBUGGING
|
|
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weaponPos = ASLtoATL _weaponPos;
|
|
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weaponPosDown = ASLtoATL _weaponPosDown;
|
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checkPosMiddle = ASLtoATL _checkPosMiddle;
|
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checkPosLeft = ASLtoATL _checkPosLeft;
|
|
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checkPosRight = ASLtoATL _checkPosRight;
|
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checkPosDown = ASLtoATL _checkPosDown;
|
|
||||||
|
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onEachFrame {
|
|
||||||
drawLine3D [weaponPos, checkPosMiddle, [1,0,0,1]];
|
|
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drawLine3D [weaponPos, checkPosLeft, [1,0,0,1]];
|
|
||||||
drawLine3D [weaponPos, checkPosRight, [1,0,0,1]];
|
|
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drawLine3D [weaponPosDown, checkPosDown, [1,0,0,1]];
|
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};*/
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|
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|
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private ["_intersectsMiddle", "_intersectsLeft", "_intersectsRight", "_intersectsDown"];
|
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_intersectsMiddle = lineIntersects [_weaponPos, _checkPosMiddle];
|
|
||||||
_intersectsLeft = lineIntersects [_weaponPos, _checkPosLeft];
|
|
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_intersectsRight = lineIntersects [_weaponPos, _checkPosRight];
|
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_intersectsDown = lineIntersects [_weaponPos, _checkPosDown] || {terrainIntersectASL [_weaponPosDown, _checkPosDown]};
|
|
||||||
|
|
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[_intersectsMiddle, _intersectsLeft, _intersectsRight, _intersectsDown]
|
|
||||||
};
|
|
||||||
|
|
||||||
// CHECK FOR APPROPRIATE SURFACE
|
// CHECK FOR APPROPRIATE SURFACE
|
||||||
private "_intersects";
|
private "_intersects";
|
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|
_intersects = _this call FUNC(getIntersection);
|
||||||
_intersects = call _fnc_getIntersection;
|
|
||||||
|
|
||||||
if (true in _intersects) then {
|
if (true in _intersects) then {
|
||||||
_unit setVariable ["ACE_weaponRested", true];
|
_unit setVariable ["ACE_weaponRested", true];
|
||||||
@ -163,30 +57,6 @@ if (true in _intersects) then {
|
|||||||
[localize "STR_ACE_Resting_WeaponRested", _picture] call EFUNC(common,displayTextPicture);
|
[localize "STR_ACE_Resting_WeaponRested", _picture] call EFUNC(common,displayTextPicture);
|
||||||
};
|
};
|
||||||
|
|
||||||
// CHECK FOR PLAYER MOVING AWAY, CHANGING WEAPONS ETC
|
// Launch a PFH to check for player moving away, changing weapon, etc
|
||||||
[_unit, _vehicle, _weapon, _fnc_unRestWeapon, _fnc_getIntersection, _restedPosition] spawn {
|
[FUNC(pfhCheckRest), 0.2, [_unit, _vehicle, _weapon, _restedPosition] ] call CBA_fnc_addPerFrameHandler;
|
||||||
_unit = _this select 0;
|
|
||||||
_vehicle = _this select 1;
|
|
||||||
_weapon = _this select 2;
|
|
||||||
_fnc_unRestWeapon = _this select 3;
|
|
||||||
_fnc_getIntersection = _this select 4;
|
|
||||||
_restedPosition = _this select 5;
|
|
||||||
|
|
||||||
while {_unit getVariable ["ACE_weaponRested", false]} do {
|
|
||||||
_intersects = call _fnc_getIntersection;
|
|
||||||
|
|
||||||
if (
|
|
||||||
_unit != ACE_player
|
|
||||||
|| {_vehicle != vehicle _unit}
|
|
||||||
|| {inputAction "reloadMagazine" != 0}
|
|
||||||
|| {weaponLowered _unit}
|
|
||||||
|| {speed _unit > 1}
|
|
||||||
|| {currentWeapon _unit != _weapon}
|
|
||||||
|| {getPosASL _unit distanceSqr _restedPosition > 1}
|
|
||||||
|| {!(true in _intersects)}
|
|
||||||
) exitWith {call _fnc_unRestWeapon};
|
|
||||||
|
|
||||||
sleep 0.3;
|
|
||||||
};
|
|
||||||
};
|
|
||||||
};
|
};
|
||||||
|
48
addons/resting/functions/fnc_unRestWeapon.sqf
Normal file
48
addons/resting/functions/fnc_unRestWeapon.sqf
Normal file
@ -0,0 +1,48 @@
|
|||||||
|
/*
|
||||||
|
* Author: KoffeinFlummi, edited by commy2 and CAA-Picard
|
||||||
|
*
|
||||||
|
* Un Rests the player's weapon
|
||||||
|
*
|
||||||
|
* Arguments:
|
||||||
|
* 0: unit
|
||||||
|
* 1: vehicle
|
||||||
|
* 2: weapon
|
||||||
|
*
|
||||||
|
* Return Values:
|
||||||
|
* None
|
||||||
|
*
|
||||||
|
*/
|
||||||
|
#include "script_component.hpp"
|
||||||
|
|
||||||
|
EXPLODE_3_PVT(_this,_unit,_vehicle,_weapon);
|
||||||
|
|
||||||
|
addCamShake CAMSHAKE;
|
||||||
|
|
||||||
|
private "_animation";
|
||||||
|
_animation = animationState _unit;
|
||||||
|
|
||||||
|
if (_unit getVariable ["ACE_bipodDeployed", false]) then {
|
||||||
|
_unit setUnitRecoilCoefficient (unitRecoilCoefficient _unit / BIPODRECOIL);
|
||||||
|
if (_animation find "_ace_deploy" != -1) then {
|
||||||
|
//[_unit, [_animation, "_ace_deploy", ""] call CBA_fnc_replace, 2] call EFUNC(common,doAnimation);
|
||||||
|
_unit switchMove ([_animation, "_ace_deploy", ""] call CBA_fnc_replace);
|
||||||
|
};
|
||||||
|
|
||||||
|
private "_picture";
|
||||||
|
_picture = getText (configFile >> "CfgWeapons" >> _weapon >> "picture");
|
||||||
|
[localize "STR_ACE_Resting_BipodUndeployed", _picture] call EFUNC(common,displayTextPicture);
|
||||||
|
|
||||||
|
} else {
|
||||||
|
_unit setUnitRecoilCoefficient (unitRecoilCoefficient _unit / RESTEDRECOIL);
|
||||||
|
if (_animation find "_ace_rested" != -1) then {
|
||||||
|
//[_unit, [_animation, "_ace_rested", ""] call CBA_fnc_replace, 2] call EFUNC(common,doAnimation);
|
||||||
|
_unit switchMove ([_animation, "_ace_rested", ""] call CBA_fnc_replace);
|
||||||
|
};
|
||||||
|
|
||||||
|
private "_picture";
|
||||||
|
_picture = getText (configFile >> "CfgWeapons" >> _weapon >> "picture");
|
||||||
|
[localize "STR_ACE_Resting_WeaponLifted", _picture] call EFUNC(common,displayTextPicture);
|
||||||
|
};
|
||||||
|
|
||||||
|
_unit setVariable ["ACE_weaponRested", false];
|
||||||
|
_unit setVariable ["ACE_bipodDeployed", false];
|
@ -10,3 +10,10 @@
|
|||||||
#endif
|
#endif
|
||||||
|
|
||||||
#include "\z\ace\Addons\main\script_macros.hpp"
|
#include "\z\ace\Addons\main\script_macros.hpp"
|
||||||
|
|
||||||
|
#define RESTEDRECOIL 0.6
|
||||||
|
#define BIPODRECOIL 0.3
|
||||||
|
#define MAXDISTANCE 1
|
||||||
|
#define MAXANGLE 15
|
||||||
|
#define MAXHEIGHT 0.45
|
||||||
|
#define CAMSHAKE [1,0.5,5]
|
||||||
|
Reference in New Issue
Block a user