mirror of https://github.com/n64decomp/007.git
Add zoinkity's GE Documentation
Former-commit-id: 7d2787a19252090ae40f1fd277d5077ca85018e9
This commit is contained in:
commit
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d91d1c89eb581e248b7e4d253199bb3987d7d41d
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408362c8bc4020d4cd81105815ae067740466972
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@ -0,0 +1,29 @@
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7F00625C 3AD8C allocate and initialize 0x1E + A0 inventory entries for cur. player
|
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accepts: A0= #additional inventory entries
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LUI V0,8008
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ADDIU V0,V0,A0B0
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LW T7,0000 (V0) ;T7=cur.BONDdata
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ADDIU SP,SP,FFE8
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SW RA,0014 (SP)
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ADDIU T6,A0,001E
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SW T6,11E8 (T7) ;T6->BONDdata+11E8: max inventory items
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LW T8,0000 (V0)
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ADDIU A1,R0,0004 ;A1= bank 4
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LW A0,11E8 (T8) ;A0=items.max
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SLL T9,A0,0x2
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ADDU T9,T9,A0
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SLL T9,T9,0x2
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ADDIU A0,T9,000F
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ORI T0,A0,000F
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JAL 70009720 ;V0=p->A0 bytes allocated in bank A1
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XORI A0,T0,000F ;A0= 14*items.max
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//7F0062A0: initialize player inventory
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LUI T2,8008
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LW T2,A0B0 (T2)
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JAL 7F08BFF0 ;reinitialize player inventory
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SW V0,11E4 (T2) ;V0->BONDdata+11E4: items.Pcur
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//7F0062B0: return
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LW RA,0014 (SP)
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ADDIU SP,SP,0018
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JR RA
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NOP
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be3b32738aa29adaf86f111136c315883a06f97f
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2afb2f0179d035bdab85ab1c83e1b7c12a4b76b8
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163329c699ca4d215233529c5633866b0e965eea
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Object embedded in 21990: player gait
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OBJ TABLE 8003C580 1B7F0:
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00 01 0000 8003C5E0 00000000 00000000 00000000 8003C598
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00 02 0000 8003C5F0 8003C580 00000000 00000000 8003C5B0
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00 02 0000 8003C60C 8003C598 00000000 00000000 8003C5C8
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00 02 0000 8003C628 8003C5B0 00000000 00000000 00000000
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01 object 8003C5E0 1B850
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00000001 8003C598 00000000 00000000
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02 position 8003C5F0 1B860 static player position
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00000000 00000000 00000000 0001 0002 FFFF FFFF 8003C5B0 00000000
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02 position 8003C60C 1B87C x gait
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3F96C81D 422493D6 00000000 0002 0003 FFFF FFFF 8003C5C8 00000000
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||||
|
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02 position 8003C628 1B898 z gait
|
||||
C024DDA0 43F036EA 00000000 0003 0000 FFFF FFFF 00000000 00000000
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00e9c54e86e238fcb0c513945362dfda0d5f55f7
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30891f24e077dfdfed60ad01a836f32d48f06a72
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0c929bbfa9abafe5f4182eae042dc50246216dc4
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27eb4d8d7d67b2e88455a1b2b7a232fe3b9f3fec
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fdc5fcb68b0998e852a66aa7cfce959ee927e57f
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3d330fe8837fd1ecc69e248c98806dae3b87f6a0
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80e2daf3fdba733bee0372227960c261fba31aa3
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997f1e8c3b835bb14f63c6be43112b7a8e9c3920
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c3112abbeedfab4fbfff034e3af1bcc01d7cbbf0
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37f28c147999bb31ba5cbe8f9f52951c1b9fec7a
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70266869c3368097ed3a08722df3214a869c5e03
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@ -0,0 +1,18 @@
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0x0 4 offset/pointer to portal vertex list
|
||||
0x4 1 parent room
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0x5 1 child room
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||||
0x6 1 flags
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01
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02
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0x7 1 counter
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F0 repeat counter
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0F value
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08 set if upper nibble set
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Portals are defined by vertex tables at the given offset. These connect the parent room with the child room and are bi-directionally visable.
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Byte 7:
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F2= lower nibble / 2
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if upper nibble set, F2+=F2
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d653d26503495fcb899255a5e017f315e5518e3f
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139b3c01bac87823d4c730f9fe324b19a6ff5ba2
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3afb0179fdaffb1aa134cbfcad939ad5281e3e22
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1a03af1b558e2860596c5d43d65397b79b4024ac
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93c6b750ba5f70d1e796484cab432e16c4c631cf
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95c2cdcba6ffbafdffac16e94b8cbcc252b8ec62
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@ -0,0 +1,15 @@
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Object headers in Goldeneye are seperate from the object files themselves as in Perfect Dark. This consists of 0x20 of data, as opposed to 0x1C in Perfect Dark. GE uses the final field to indicate if the object has been loaded.
|
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|
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When an object is editted this data must be set! It indicates how many offsets, images, and whatnot are in the model, as well as the archetype.
|
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|
||||
0x0 4 RESERVED for runtime: offset to object table
|
||||
0x4 4 GE - pointer to archetype; PD - archetype number
|
||||
0x8 4 RESERVED for runtime: offset to object offset block
|
||||
0xC 2 number of offset entries
|
||||
0xE 2 number of object groups
|
||||
0x10 4 [float] UNKNOWN floating point value
|
||||
0x14 2 RESERVED for runtime: number of entries in table
|
||||
0x16 2 number of image entries
|
||||
0x18 4 RESERVED for runtime: offset to image declarations
|
||||
0x1C 4 GE only - RESERVED for runtime: nonzero indicates model is loaded in memory
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54334b1723adec264303edcaba215eace4e31d87
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2233942cc08769cd3c264bc704bb69f84ee8eded
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22fa61e6c1fee37b35b01a00536c6c9949433061
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83e7da55678bb955a5a9de22a200df6a47070eeb
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b11ec77e20514b4f48e3fce4e518b0145cc67811
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303b29941ba396d2de1a882fce013dc1b5e4af83
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58f387867e08533152e1c623afbbb3a708df23f8
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6c730218e1d48441334c12cb68d6adad9611b90b
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061beaf224e3a85f996dddec7617f0f0c3aefe9c
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79c2f89167786bbbf167212c762763fc19d04ae4
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dcb2a9f17d94831294f4e7939fd0b7b8a1d351c9
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05a401b7928794cb29a61cd7cfa2d82630b6e648
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@ -0,0 +1 @@
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203393d444e1d45ec2a7dd9e01e36f893724d0a3
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@ -0,0 +1 @@
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3be7cbc1def58eae2ad13f307f91319782b3b044
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@ -0,0 +1,20 @@
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|||
0x180 large square plane, probably for flash effect or similar
|
||||
0x198 same plane as 0x180, but mirrored
|
||||
0x1E0 barrel, or at least something perfectly round
|
||||
0x270 trigger guard
|
||||
0x2B8 index finger for trigger
|
||||
0x2E8 plane intersecting 0x180, possibly for the flash emanating from gun
|
||||
0x318 fingers, connected to 0x468
|
||||
0x330 grip of gun
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||||
0x390 tip of middle finger
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||||
0x3A8 tip of ring finger
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||||
0x3C0 tip of pinky finger
|
||||
0x408 thumb
|
||||
0x420 lower half of gun case
|
||||
0x468 upper section of hand, wrapped around the grip
|
||||
0x4B0 arm, leading to hand (0x468)
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||||
0x4C8 funny triangular bit, connecting gun case to grip
|
||||
0x510 trigger (I think...)
|
||||
0x558 top sliding part (upper)
|
||||
0x570 top sliding part (lower)
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||||
0x588 notch on back of sliding part
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@ -0,0 +1 @@
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528a086a804de254d7ee8823e4d40291591c3833
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@ -0,0 +1 @@
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56d555c3991830091fb33ccc5ef44e19dd7664fc
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@ -0,0 +1 @@
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60b4b5557390e41c266c0e388b0bb5e3468b8c52
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@ -0,0 +1,7 @@
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|||
0x0 float x position. + moves to character's left, - to character's right
|
||||
0x4 float z position. + moves in front of character, - backward
|
||||
0x8 float x size (width) width of image from side to side
|
||||
0xC float z size (length) length of image from forward to back
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||||
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||||
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||||
first byte in object table indicates number of group commands expected
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e7b42df50029f4cde979829aba13ce604000e748
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d4bb605fc8e93a91d52aa2ea054fec099c799a96
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0bc240af1fc4b73425830f2cf31d5cc3962bec22
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d434ff8219ef447fd94ffad65c70dd7ef080aa88
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5d688ada891664bb01ef3b1b354823cf5a4756a9
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e4a19fdf1fac453b253f47e7a05cd5046bb83d91
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@ -0,0 +1 @@
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9ade48be26dd1351b76b443ab121c68485851bb8
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@ -0,0 +1 @@
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b62b4a22aa496f36a80c9228c09e8ff6a109a409
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@ -0,0 +1 @@
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cc7c5c3f5cca32d675a959a699ee15acd015c50b
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@ -0,0 +1 @@
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1ddd8c985fb5b60483b4cc5bcc5a726de5fd4b40
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@ -0,0 +1,25 @@
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NTSC Skip Intros:
|
||||
8102A932 0000
|
||||
|
||||
PAL Skip Intros:
|
||||
81025E82 0000
|
||||
|
||||
NTSC Enable All Players:
|
||||
81063BF0 8009
|
||||
81063BF2 E360
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||||
D102B522 0002
|
||||
81063BF2 3860
|
||||
D102B522 0003
|
||||
81063BF2 0DE0
|
||||
D102B522 0004
|
||||
81063BF0 8008
|
||||
[note: use 4pl setup]
|
||||
|
||||
PAL Enable All Players:
|
||||
81056DD0 8008
|
||||
81056DD2 8EA0
|
||||
D1026A72 0003
|
||||
81056DD2 B910
|
||||
D1026A72 0002
|
||||
81056DD2 E380
|
||||
[note: use 2pl NTSC setup]
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225fd354a5fb7fd5deb8946863d22bc4586633a6
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bf6a336fe8e4c262dabbd3c4bbcc95ab2b5cfaf7
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6adb011615e511207feebef60a516afddaac0b83
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7b9ead15d249f3eb18c0287736760a7f024fde80
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5a499f4b8ab28ea1862ffec68decc5362c8a192b
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4842d58d418f5baa8e07c48f9ae12c9b321a6c08
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142fb83759bd3e5bb51d0d62422afa110742d66e
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6000b97c18b4184b932b3cbe80897b5bdddbd538
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b0021f7786214339473a6053920f6fee51255580
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49cc0a29055b242fc5ac7fabe05f89ffdb7ce830
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7c3b5510c3c3b8b9d8bf304892fe953fa1ae0086
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fcccdb39a5d997f39ec1608b53330f451626caef
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|
|||
05c575ae5305badc61b8a150049a25f8f1ee6bf3
|
|
@ -0,0 +1,9 @@
|
|||
"Enable All Players (PAL)"
|
||||
81056DD0 8008
|
||||
81056DD2 8EA0
|
||||
D1026A72 0002
|
||||
81056DD2 E380
|
||||
D1026A72 0003
|
||||
81056DD2 B910
|
||||
|
||||
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@ -0,0 +1 @@
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dff0967290417f9b90020495a81d41c945ad461a
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@ -0,0 +1 @@
|
|||
17ca324ad72c4be2828e28b218e0fb9292481519
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@ -0,0 +1 @@
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|||
8c08178b75deb22621c38e5ff96962256f3a127c
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@ -0,0 +1 @@
|
|||
16e5162a622cd92b0239564345fee82e0d26c80a
|
|
@ -0,0 +1,16 @@
|
|||
Trev Army - err, well they ALLLL COME, and keep on coming, too laggy,
|
||||
ouromov doesn't come.
|
||||
81357770 2402
|
||||
81357772 0008
|
||||
81357808 2404
|
||||
8135780A 0413
|
||||
|
||||
Trev Army Better!
|
||||
81357770 2402
|
||||
81357772 0008
|
||||
5000311C 0000
|
||||
811CFE0A 0413
|
||||
50000B1C 0000
|
||||
811D0366 0413
|
||||
5000041C 0000
|
||||
811D055A 0413
|
|
@ -0,0 +1,21 @@
|
|||
70006968 7568 return to title screen from end of stage
|
||||
ADDIU SP,SP,FFE8
|
||||
SW RA,0014 (SP)
|
||||
JAL 7000695C ;V0=stage#
|
||||
NOP
|
||||
ADDIU AT,R0,0036
|
||||
BEQ V0,AT,7000699C ;branch if stage 36: Cuba
|
||||
NOP
|
||||
JAL 7F0574B8 ;V0= TRUE if objectives completed
|
||||
NOP
|
||||
BEQ V0,R0,7000699C ;branch if incomplete
|
||||
NOP
|
||||
JAL 7F01D39C ;
|
||||
NOP
|
||||
//7000699C: return to title and return
|
||||
JAL 70006930 ;run title (0x5A to stage#)
|
||||
NOP
|
||||
LW RA,0014 (SP)
|
||||
ADDIU SP,SP,0018
|
||||
JR RA
|
||||
NOP
|
|
@ -0,0 +1 @@
|
|||
21bb645aa6b139e5dcb77bb206b5b423c866d5dc
|
|
@ -0,0 +1 @@
|
|||
78ff90d3da23ad3385591332c142e0269551dda1
|
|
@ -0,0 +1,10 @@
|
|||
Gleaned from registration at 7F027360
|
||||
|
||||
Part# hit# type
|
||||
7 2 body
|
||||
8 1 head
|
||||
F 2 body
|
||||
64 4 weapon (other 1)
|
||||
6E 5 hat (other 2)
|
||||
!0 3 limb
|
||||
|
|
@ -0,0 +1 @@
|
|||
dc5e4380ccdd73c99c3251e4a58dd47c449c0b37
|
|
@ -0,0 +1 @@
|
|||
748266bb734e08c7a972a6e627c999514748cc50
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|
@ -0,0 +1 @@
|
|||
ce463191673674aa65ef36f4a234000bd3776c7a
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|
@ -0,0 +1 @@
|
|||
3c4ab80a50072679d9ac50b6359700fd89a790a6
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@ -0,0 +1 @@
|
|||
f01a5f25dea7877796a2faf98f3e29d0b46882d2
|
|
@ -0,0 +1,51 @@
|
|||
70004E2C 5A2C deb_c_debug
|
||||
ADDIU SP,SP,FFE8
|
||||
SW RA,0014 (SP)
|
||||
LUI A0,8002
|
||||
LUI A1,8003
|
||||
ADDIU A1,A1,87B0 ;A1=800287B0: "deb_c_debug"
|
||||
JAL 70004E60
|
||||
ADDIU A0,A0,32E0 ;A0=800232E0:
|
||||
JAL 70004EE0
|
||||
NOP
|
||||
LW RA,0014 (SP)
|
||||
ADDIU SP,SP,0018
|
||||
JR RA
|
||||
NOP
|
||||
|
||||
70004E60 5A60
|
||||
accepts: A0=p->???, A1=p->string
|
||||
ADDIU SP,SP,FFE8
|
||||
SW RA,0014 (SP)
|
||||
SW A0,0018 (SP)
|
||||
SW A1,001C (SP)
|
||||
JAL 70004D20
|
||||
OR A0,A1,R0 ;A0=A1: p->string
|
||||
//70004E78:
|
||||
BNEZ V0,70004E88
|
||||
LW A0,001C (SP) ;A0=p->string
|
||||
JAL 70004DE0
|
||||
LW A1,0018 (SP)
|
||||
//70004E88:
|
||||
LW RA,0014 (SP)
|
||||
ADDIU SP,SP,0018
|
||||
JR RA
|
||||
NOP
|
||||
|
||||
70004E98 5A98 parses table at @800232E8
|
||||
always returns zero or loops indefinately
|
||||
LUI V0,8002
|
||||
LW V0,32E8 (V0) ;V0=800232E8:
|
||||
BEQ V0,R0,70004EB4 ;branch if no entries
|
||||
NOP
|
||||
//70004EA8: parse table
|
||||
LW V0,0000 (V0) ;V0=p->next entry:
|
||||
BNEZL V0,70004EAC ;loop until it isn't zero
|
||||
LW V0,0000 (V0)
|
||||
//70004EB4: return
|
||||
JR RA
|
||||
NOP
|
||||
|
||||
70004EBC 5ABC unconditional return
|
||||
JR RA
|
||||
NOP
|
|
@ -0,0 +1,28 @@
|
|||
7000A29C AE9C debug memory table sort and merge function: generate list of allocated memory, sort and merge table, then generate a new list
|
||||
ADDIU SP,SP,FFD8
|
||||
SW RA,0024 (SP)
|
||||
SW S2,0020 (SP)
|
||||
SW S1,001C (SP)
|
||||
JAL 7000A100 ;generate ordered list of allocated memory blocks
|
||||
SW S0,0018 (SP)
|
||||
//7000A2B4: sort allocation table A0
|
||||
LUI S1,8006
|
||||
ADDIU S1,S1,3C28 ;S1=80063C28: table of memory allocations
|
||||
OR S0,R0,R0 ;S0=0 count=0
|
||||
ADDIU S2,R0,01FC ;S2=1FC
|
||||
//7000A2C4: loop for each possible entry
|
||||
JAL 70009A50 ;sort and merge entries in allocation table A0
|
||||
OR A0,S1,R0 ;A0=S1: p->allocation table
|
||||
ADDIU S0,S0,0001 ;S0++ count++
|
||||
BNE S0,S2,7000A2C4 ;loop 0x1FC times
|
||||
NOP
|
||||
//7000A2D8:
|
||||
JAL 7000A100 ;generate ordered list of allocated memory blocks
|
||||
NOP
|
||||
//7000A2E0: return
|
||||
LW RA,0024 (SP)
|
||||
LW S0,0018 (SP)
|
||||
LW S1,001C (SP)
|
||||
LW S2,0020 (SP)
|
||||
JR RA
|
||||
ADDIU SP,SP,0028
|
|
@ -0,0 +1,37 @@
|
|||
7000AF00 BB00 reset stderr
|
||||
ADDIU SP,SP,FFD8
|
||||
SW S3,0020 (SP)
|
||||
SW S2,001C (SP)
|
||||
SW S1,0018 (SP)
|
||||
SW RA,0024 (SP)
|
||||
SW S0,0014 (SP)
|
||||
ADDIU S1,R0,0050 ;S1=0x50
|
||||
OR S2,R0,R0 ;S2=0 #lines
|
||||
ADDIU S3,R0,0023 ;S3=0x23
|
||||
OR S0,R0,R0 ;S0=0 #entries per line
|
||||
//7000AF28: clear stderr
|
||||
OR A0,S0,R0 ;A0=S0: x pos
|
||||
OR A1,S2,R0 ;A1=S2: y pos
|
||||
JAL 7000ADD0 ;place character A2 in screen pos (A0,A1)
|
||||
OR A2,R0,R0 ;A2=0: NULL
|
||||
ADDIU S0,S0,0001
|
||||
BNEL S0,S1,7000AF2C ;write 80 NULLs per line
|
||||
OR A0,S0,R0
|
||||
ADDIU S2,S2,0001
|
||||
BNEL S2,S3,7000AF28 ;write NULLs in 35 lines
|
||||
OR S0,R0,R0
|
||||
//7000AF50: print the displays
|
||||
JAL 7000AEDC ;copy debug menu position offsets to text positions
|
||||
NOP
|
||||
JAL 7000ADA0 ;unconditional return
|
||||
NOP
|
||||
//7000AF60: return
|
||||
LW RA,0024 (SP)
|
||||
LUI AT,8002
|
||||
LW S0,0014 (SP)
|
||||
LW S1,0018 (SP)
|
||||
LW S2,001C (SP)
|
||||
LW S3,0020 (SP)
|
||||
SW R0,6810 (AT) ;0->80026810:
|
||||
JR RA
|
||||
ADDIU SP,SP,0028
|
|
@ -0,0 +1 @@
|
|||
1621f658b9f77d5de290af05a6ad8e4f7559322a
|
|
@ -0,0 +1 @@
|
|||
e7a443e97008d41904bcb42718ae5e115f9f06b0
|
|
@ -0,0 +1 @@
|
|||
6dc671260f2bc46acf7c14b4942aca5d0ac6a218
|
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Reference in New Issue