Compare commits
12 Commits
8c4080f10c
...
4691a9fbf4
| Author | SHA1 | Date | |
|---|---|---|---|
| 4691a9fbf4 | |||
| 0fca4db440 | |||
| 930139d1df | |||
| 4120e5ec72 | |||
| fd314cf2ec | |||
| e3ab974988 | |||
| e4a0c57e79 | |||
| ebda4b281e | |||
| 8dcc888d5c | |||
| b7e61b4240 | |||
| 23c39a71a6 | |||
| a0ee50703c |
Binary file not shown.
|
After Width: | Height: | Size: 25 KiB |
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
@@ -8,7 +8,7 @@ import { Suspense, useEffect, useState } from "react";
|
||||
|
||||
import { AmbientSound } from './scene-components/ambient-sound';
|
||||
|
||||
import { fearState } from './state';
|
||||
import { FEAR_SETTINGS, fearState } from './state';
|
||||
|
||||
import TheCreature from './scene-components/creature';
|
||||
import Player from './scene-components/player';
|
||||
@@ -28,7 +28,7 @@ function PostProcessing() {
|
||||
}, []);
|
||||
|
||||
return (<EffectComposer>
|
||||
<Pixelation granularity={wasCaught ? 18 : 12} />
|
||||
<Pixelation granularity={wasCaught ? 18 : 10} />
|
||||
<Vignette />
|
||||
<Noise opacity={wasCaught ? 0.01 : 0.005} />
|
||||
<BrightnessContrast
|
||||
@@ -78,7 +78,7 @@ export default function Fear() {
|
||||
shadows
|
||||
gl={{ antialias: true }}
|
||||
className='canvas'
|
||||
camera={{ position: [0, 3, -5], fov: 65, far: 100 }}
|
||||
camera={{ position: [0, 3, -5], fov: 55, far: 100 }}
|
||||
>
|
||||
<FearStateUpdater />
|
||||
|
||||
@@ -86,20 +86,20 @@ export default function Fear() {
|
||||
|
||||
<color attach="background" args={['#050505']} />
|
||||
|
||||
<ambientLight intensity={0.0225} />
|
||||
<fogExp2 attach='fog' args={[0x050505, 0.035]} />
|
||||
<PostProcessing />
|
||||
{FEAR_SETTINGS.TEST_MODE ? <ambientLight intensity={2} /> : <ambientLight intensity={0.0225} />}
|
||||
{FEAR_SETTINGS.TEST_MODE ? null : <fogExp2 attach='fog' args={[0x050505, 0.035]} />}
|
||||
{FEAR_SETTINGS.TEST_MODE ? null : < PostProcessing />}
|
||||
|
||||
<Suspense fallback={null}>
|
||||
<Hallway />
|
||||
<TheCreature />
|
||||
<Player />
|
||||
</Suspense>
|
||||
|
||||
|
||||
<AmbientSound
|
||||
key="ambient-1"
|
||||
url='fear/snd/ambience.mp3'
|
||||
volume={isRustActive ? 0 : 1}
|
||||
volume={isRustActive ? 0 : 0.5}
|
||||
/>
|
||||
|
||||
<AmbientSound
|
||||
|
||||
@@ -70,7 +70,6 @@ export default function TheCreature() {
|
||||
camera.position.y += (Math.random() - 0.5) * shakeIntensity;
|
||||
|
||||
if (globalDistance.current <= 0.1) {
|
||||
window.location.href = '/';
|
||||
fearState.registerCaught();
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -19,22 +19,54 @@
|
||||
justify-content: center;
|
||||
overflow: hidden;
|
||||
|
||||
grid-auto-rows: 2.5vh;
|
||||
/* filter: invert(100%); */
|
||||
backdrop-filter: brightness(100%);
|
||||
|
||||
grid-auto-rows: 5vh;
|
||||
/* grid-template-columns: 0; */
|
||||
grid-template-rows: repeat(auto-fit, max-content);
|
||||
|
||||
user-select: none;
|
||||
|
||||
will-change: filter;
|
||||
animation: invertFlicker 0.07s infinite alternate;
|
||||
|
||||
}
|
||||
|
||||
@keyframes invertFlicker {
|
||||
|
||||
0%,
|
||||
43%,
|
||||
45%,
|
||||
88%,
|
||||
92% {
|
||||
filter: invert(0%) contrast(100%) brightness(100%);
|
||||
backdrop-filter: brightness(100%) hue-rotate(0deg);
|
||||
}
|
||||
|
||||
44%,
|
||||
46%,
|
||||
89%,
|
||||
93%,
|
||||
100% {
|
||||
filter: invert(100%) contrast(300%) brightness(150%);
|
||||
backdrop-filter: brightness(30%) hue-rotate(180deg) saturate(500%);
|
||||
}
|
||||
}
|
||||
|
||||
.finale-text {
|
||||
font-family: 'VCR', sans-serif;
|
||||
font-variant-numeric: tabular-nums;
|
||||
letter-spacing: 0.1em;
|
||||
|
||||
height: 0px;
|
||||
width: 100%;
|
||||
color: rgb(255, 255, 255);
|
||||
font-size: 5vh;
|
||||
font-size: 8vh;
|
||||
|
||||
text-align: center;
|
||||
white-space: nowrap;
|
||||
|
||||
}
|
||||
|
||||
.scanlines {
|
||||
|
||||
@@ -1,36 +1,56 @@
|
||||
import { JSX, useEffect, useState } from "react"
|
||||
import { FEAR_SETTINGS, fearState } from "../state"
|
||||
import { fearState } from "../state"
|
||||
|
||||
import './finale-text.css';
|
||||
|
||||
const BLOCKS = [
|
||||
"▀", "▂", "▃", "▄", "▅", "▆", "▇",
|
||||
"█", "▉", "▊", "▋", "▌", "▍", "▎", "▏",
|
||||
"▐", "░", "▒", "▓", "▔", "▕", "▖", "▗",
|
||||
"▘", "▙", "▚", "▛", "▜", "▝", "▞", "▟"
|
||||
];
|
||||
|
||||
export default function FinaleText() {
|
||||
const [progression, setProgression] = useState(fearState.finaleProgression);
|
||||
const [wasCaught, setWasCaught] = useState(fearState.isRustActive);
|
||||
const [wasCaught, setWasCaught] = useState(fearState.wasCaught);
|
||||
const [elements, setElements] = useState<JSX.Element[]>([]);
|
||||
|
||||
useEffect(() => {
|
||||
const unsubscribe = fearState.subscribe(() => {
|
||||
setProgression(fearState.finaleProgression);
|
||||
setWasCaught(fearState.wasCaught)
|
||||
});
|
||||
return () => unsubscribe();
|
||||
});
|
||||
}, []);
|
||||
|
||||
|
||||
let elementCount = (FEAR_SETTINGS.EVENT_FINALE_TEXT_COUNT / FEAR_SETTINGS.EVENT_FINALE_DURATION) * progression;
|
||||
useEffect(() => {
|
||||
if (!wasCaught)
|
||||
return;
|
||||
|
||||
let testElements: Array<JSX.Element> = [];
|
||||
const interval = setInterval(() => {
|
||||
if (Math.random() > 0.9) return;
|
||||
|
||||
for (let x = 0; x < elementCount; x++)
|
||||
testElements.push(<span className="finale-text" key={x}>the deal has been sealed</span>)
|
||||
const baseText = "the deal has been sealed";
|
||||
const corrupted = baseText
|
||||
.split("")
|
||||
.map((char) => (Math.random() > 0.98 ? BLOCKS[Math.floor(Math.random() * BLOCKS.length)] : char))
|
||||
.join("");
|
||||
|
||||
setElements((prev) => [...prev.slice(-30),
|
||||
<span className="finale-text" key={crypto.randomUUID()}>
|
||||
{corrupted}
|
||||
</span>
|
||||
]);
|
||||
}, 10);
|
||||
|
||||
if (wasCaught)
|
||||
return (<>
|
||||
<div className="finale-container">
|
||||
{testElements}
|
||||
</div>
|
||||
<div className="scanlines" />
|
||||
</>)
|
||||
return () => clearInterval(interval);
|
||||
}, [wasCaught]);
|
||||
|
||||
return <></>
|
||||
if (!wasCaught) return null;
|
||||
|
||||
return (<>
|
||||
<div className="finale-container">
|
||||
{elements}
|
||||
</div>
|
||||
<div className="scanlines" />
|
||||
</>)
|
||||
}
|
||||
@@ -5,6 +5,64 @@ import { useTexture, PositionalAudio } from "@react-three/drei";
|
||||
import * as THREE from "three";
|
||||
import { useFrame } from "@react-three/fiber";
|
||||
|
||||
function ShaderPatch(shader: { vertexShader: string, fragmentShader: string, uniforms: Object }) {
|
||||
shader.vertexShader = `
|
||||
varying float vDepth;
|
||||
#ifdef USE_MAP
|
||||
varying vec2 vAffineUv;
|
||||
#endif
|
||||
${shader.vertexShader}
|
||||
`;
|
||||
|
||||
shader.vertexShader = shader.vertexShader.replace(
|
||||
`#include <project_vertex>`,
|
||||
`
|
||||
vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
|
||||
gl_Position = projectionMatrix * mvPosition;
|
||||
|
||||
float precisionModifier = 200.0;
|
||||
gl_Position.xy /= gl_Position.w;
|
||||
gl_Position.xy = floor(gl_Position.xy * precisionModifier) / precisionModifier;
|
||||
gl_Position.xy *= gl_Position.w;
|
||||
|
||||
vDepth = gl_Position.w;
|
||||
|
||||
#ifdef USE_MAP
|
||||
vAffineUv = vMapUv * gl_Position.w;
|
||||
#endif
|
||||
`
|
||||
);
|
||||
|
||||
shader.fragmentShader = `
|
||||
varying float vDepth;
|
||||
#ifdef USE_MAP
|
||||
varying vec2 vAffineUv;
|
||||
#endif
|
||||
${shader.fragmentShader}
|
||||
`;
|
||||
|
||||
shader.fragmentShader = shader.fragmentShader.replace(
|
||||
`#include <map_fragment>`,
|
||||
`
|
||||
#ifdef USE_MAP
|
||||
vec2 flatAffineUV = vAffineUv / max(vDepth, 0.001);
|
||||
|
||||
vec2 warpDiff = flatAffineUV - vMapUv;
|
||||
float warpDist = length(warpDiff);
|
||||
|
||||
float maxDistortion = 0.25;
|
||||
|
||||
float falloff = maxDistortion / (maxDistortion + warpDist);
|
||||
|
||||
vec2 finalUV = vMapUv + (warpDiff * falloff);
|
||||
|
||||
vec4 texelColor = texture2D( map, finalUV );
|
||||
diffuseColor *= texelColor;
|
||||
#endif
|
||||
`
|
||||
);
|
||||
}
|
||||
|
||||
interface DoorProps {
|
||||
position: [number, number, number];
|
||||
rotation: [number, number, number];
|
||||
@@ -12,6 +70,7 @@ interface DoorProps {
|
||||
function Door({ position, rotation }: DoorProps) {
|
||||
const [soundUrl, setSoundUrl] = useState<string | null>(null);
|
||||
const currentSound = useRef<string | null>(null);
|
||||
const steelTex = useTexture('fear/img/steel.png');
|
||||
|
||||
useEffect(() => {
|
||||
const interval = setInterval(() => {
|
||||
@@ -33,19 +92,22 @@ function Door({ position, rotation }: DoorProps) {
|
||||
|
||||
return (
|
||||
<group position={position} rotation={rotation}>
|
||||
<mesh position={[0, 2, -0.14]}>
|
||||
<boxGeometry args={[2.4, 4.0, 0.2]} />
|
||||
<meshStandardMaterial color="#8a8585" roughness={0.8} metalness={0.2} />
|
||||
{/* frame */}
|
||||
<mesh position={[0, 2, -0.1]}>
|
||||
<boxGeometry args={[2.4, 4.0, 0.2, 4, 4, 1]} />
|
||||
<meshStandardMaterial map={steelTex} color="#8d8d8d" onBeforeCompile={ShaderPatch} />
|
||||
</mesh>
|
||||
|
||||
<mesh position={[0, 1.95, -0.08]}>
|
||||
<boxGeometry args={[2.1, 3.8, 0.1]} />
|
||||
<meshStandardMaterial color="#4e4b4b" roughness={0.7} metalness={0.2} />
|
||||
{/* panel */}
|
||||
<mesh position={[0, 1.95, -0.0]}>
|
||||
<boxGeometry args={[2.1, 3.8, 0.1, 4, 4, 1]} />
|
||||
<meshStandardMaterial map={steelTex} color="#4e4a4a" onBeforeCompile={ShaderPatch} />
|
||||
</mesh>
|
||||
|
||||
<mesh position={[0.9, 1.8, 0.08]}>
|
||||
<boxGeometry args={[0.08, 0.08, 0.15]} />
|
||||
<meshStandardMaterial color="#4e4b4b" roughness={0.4} metalness={0.2} />
|
||||
{/* handle */}
|
||||
<mesh position={[0.75, 1.8, .085]}>
|
||||
<boxGeometry args={[0.3, 0.08, 0.1]} />
|
||||
<meshStandardMaterial map={steelTex} color="#ffffff" onBeforeCompile={ShaderPatch} />
|
||||
</mesh>
|
||||
|
||||
{soundUrl && (
|
||||
@@ -283,6 +345,7 @@ export default function Hallway() {
|
||||
emissive="#a8a1a1"
|
||||
emissiveIntensity={0.8}
|
||||
roughness={0.9}
|
||||
onBeforeCompile={ShaderPatch}
|
||||
/>
|
||||
</mesh>
|
||||
</group>
|
||||
@@ -293,12 +356,11 @@ export default function Hallway() {
|
||||
rotation={[-Math.PI / 2, 0, 0]}
|
||||
position={[0, 0, -FEAR_SETTINGS.HALLWAY_LENGTH / 2]}
|
||||
>
|
||||
<planeGeometry args={[FEAR_SETTINGS.HALLWAY_WIDTH, FEAR_SETTINGS.HALLWAY_LENGTH]} />
|
||||
<planeGeometry args={[FEAR_SETTINGS.HALLWAY_WIDTH, FEAR_SETTINGS.HALLWAY_LENGTH, 4, 10]} />
|
||||
<meshStandardMaterial
|
||||
ref={(el) => { if (el) floorMaterialsRef.current.push(el); }}
|
||||
map={floorTex}
|
||||
roughness={0.8}
|
||||
metalness={0.2}
|
||||
onBeforeCompile={ShaderPatch}
|
||||
/>
|
||||
</mesh>
|
||||
|
||||
@@ -308,24 +370,22 @@ export default function Hallway() {
|
||||
rotation={[Math.PI / 2, 0, 0]}
|
||||
position={[0, FEAR_SETTINGS.HALLWAY_HEIGHT, -FEAR_SETTINGS.HALLWAY_LENGTH / 2]}
|
||||
>
|
||||
<planeGeometry args={[FEAR_SETTINGS.HALLWAY_WIDTH, FEAR_SETTINGS.HALLWAY_LENGTH]} />
|
||||
<planeGeometry args={[FEAR_SETTINGS.HALLWAY_WIDTH, FEAR_SETTINGS.HALLWAY_LENGTH, 4, 10]} />
|
||||
<meshStandardMaterial
|
||||
ref={(el) => { if (el) floorMaterialsRef.current.push(el); }}
|
||||
map={floorTex}
|
||||
roughness={0.8}
|
||||
metalness={0.2}
|
||||
onBeforeCompile={ShaderPatch}
|
||||
/>
|
||||
</mesh>
|
||||
|
||||
{/* left wall */}
|
||||
<group name="left-wall-group">
|
||||
<mesh rotation={[0, Math.PI / 2, 0]} position={[0, FEAR_SETTINGS.HALLWAY_HEIGHT / 2, -FEAR_SETTINGS.HALLWAY_LENGTH / 2]}>
|
||||
<planeGeometry args={[FEAR_SETTINGS.HALLWAY_LENGTH, FEAR_SETTINGS.HALLWAY_HEIGHT]} />
|
||||
<planeGeometry args={[FEAR_SETTINGS.HALLWAY_LENGTH, FEAR_SETTINGS.HALLWAY_HEIGHT, 10, 4]} />
|
||||
<meshStandardMaterial
|
||||
ref={(el) => { if (el) wallMaterialsRef.current.push(el); }}
|
||||
map={wallTex}
|
||||
roughness={0.7}
|
||||
metalness={0.1}
|
||||
onBeforeCompile={ShaderPatch}
|
||||
/>
|
||||
</mesh>
|
||||
{!isRustActive && (
|
||||
@@ -339,12 +399,11 @@ export default function Hallway() {
|
||||
{/* right wall */}
|
||||
<group name="right-wall-group">
|
||||
<mesh rotation={[0, -Math.PI / 2, 0]} position={[0, FEAR_SETTINGS.HALLWAY_HEIGHT / 2, -FEAR_SETTINGS.HALLWAY_LENGTH / 2]}>
|
||||
<planeGeometry args={[FEAR_SETTINGS.HALLWAY_LENGTH, FEAR_SETTINGS.HALLWAY_HEIGHT]} />
|
||||
<planeGeometry args={[FEAR_SETTINGS.HALLWAY_LENGTH, FEAR_SETTINGS.HALLWAY_HEIGHT, 10, 4]} />
|
||||
<meshStandardMaterial
|
||||
ref={(el) => { if (el) wallMaterialsRef.current.push(el); }}
|
||||
map={wallTex}
|
||||
roughness={0.7}
|
||||
metalness={0.1}
|
||||
onBeforeCompile={ShaderPatch}
|
||||
/>
|
||||
</mesh>
|
||||
{!isRustActive && (
|
||||
@@ -366,6 +425,7 @@ export default function Hallway() {
|
||||
color="#a5aca8"
|
||||
roughness={0.0}
|
||||
metalness={0.4}
|
||||
onBeforeCompile={ShaderPatch}
|
||||
/>
|
||||
</mesh>
|
||||
))}
|
||||
@@ -385,6 +445,7 @@ export default function Hallway() {
|
||||
color="#a5aca8"
|
||||
roughness={0.0}
|
||||
metalness={0.4}
|
||||
onBeforeCompile={ShaderPatch}
|
||||
/>
|
||||
</mesh>
|
||||
);
|
||||
|
||||
@@ -54,10 +54,32 @@ export default function Player() {
|
||||
const confirmedSegment = useRef<number>(0);
|
||||
const hasTriggeredThisSegment = useRef<boolean>(false);
|
||||
|
||||
const footstepAudio = useRef<HTMLAudioElement[]>([]);
|
||||
const hasStepped = useRef<boolean>(false);
|
||||
|
||||
|
||||
|
||||
useEffect(() => {
|
||||
playerRoot.set(camera.position.x, FEAR_SETTINGS.PLAYER_HEIGHT, camera.position.z);
|
||||
footstepAudio.current = Array.from({ length: 6 }, (_, i) => {
|
||||
const audio = new Audio(`fear/snd/footstep${i + 1}.mp3`);
|
||||
audio.volume = 0.4;
|
||||
return audio;
|
||||
});
|
||||
}, []);
|
||||
|
||||
const playRandomFootstep = () => {
|
||||
if (footstepAudio.current.length === 0) return;
|
||||
|
||||
const randomIndex = Math.floor(Math.random() * footstepAudio.current.length);
|
||||
const audio = footstepAudio.current[randomIndex];
|
||||
|
||||
audio.currentTime = 0;
|
||||
audio.play().catch((err) => {
|
||||
console.warn("Footstep playback blocked by browser autocomplete/interaction rules.", err);
|
||||
});
|
||||
};
|
||||
|
||||
useFrame((state, delta) => {
|
||||
const dt = Math.min(delta, 0.1);
|
||||
|
||||
@@ -73,7 +95,7 @@ export default function Player() {
|
||||
if (moveForward !== 0) targetVelocity.addScaledVector(forward, moveForward);
|
||||
if (moveSide !== 0) targetVelocity.addScaledVector(side, moveSide);
|
||||
|
||||
if (targetVelocity.lengthSq() > 0)
|
||||
if (targetVelocity.lengthSq() > 0)
|
||||
targetVelocity.normalize().multiplyScalar(FEAR_SETTINGS.PLAYER_SPEED);
|
||||
|
||||
currentVelocity.lerp(targetVelocity, 10 * dt);
|
||||
@@ -86,15 +108,25 @@ export default function Player() {
|
||||
playerRoot.x = THREE.MathUtils.clamp(playerRoot.x, minX, maxX);
|
||||
|
||||
const isMoving = controls.Forward || controls.Backward || controls.Left || controls.Right;
|
||||
|
||||
|
||||
bobIntensity.current = THREE.MathUtils.lerp(bobIntensity.current, isMoving ? 1 : 0, 8 * dt);
|
||||
|
||||
if (isMoving)
|
||||
|
||||
if (isMoving)
|
||||
movementCounter.current += dt * 12;
|
||||
|
||||
const moveBobY = Math.sin(movementCounter.current) * 0.06 * bobIntensity.current;
|
||||
const sinWave = Math.sin(movementCounter.current);
|
||||
const moveBobY = sinWave * 0.06 * bobIntensity.current;
|
||||
const moveBobX = Math.cos(movementCounter.current / 2) * 0.04 * bobIntensity.current;
|
||||
|
||||
if (isMoving && sinWave < -0.9) {
|
||||
if (!hasStepped.current) {
|
||||
playRandomFootstep();
|
||||
hasStepped.current = true;
|
||||
}
|
||||
} else if (sinWave > 0) {
|
||||
hasStepped.current = false;
|
||||
}
|
||||
|
||||
const breatheTime = state.clock.elapsedTime * 1.8;
|
||||
const breatheBobY = Math.sin(breatheTime) * 0.03 * (1 - bobIntensity.current * 0.5);
|
||||
|
||||
@@ -103,7 +135,7 @@ export default function Player() {
|
||||
camera.position.addScaledVector(side, moveBobX);
|
||||
|
||||
if (flashlightRef.current) {
|
||||
flashlightRef.current.position.copy(camera.position);
|
||||
flashlightRef.current.position.lerp(camera.position, 7 * dt);
|
||||
camera.getWorldDirection(viewDirection);
|
||||
|
||||
targetDest
|
||||
@@ -113,13 +145,13 @@ export default function Player() {
|
||||
flashlightRef.current.target.position.lerp(targetDest, 12 * dt);
|
||||
flashlightRef.current.target.updateMatrixWorld();
|
||||
|
||||
flashlightRef.current.intensity =
|
||||
FEAR_SETTINGS.FLASHLIGHT_INTENSITY_BASE +
|
||||
flashlightRef.current.intensity =
|
||||
FEAR_SETTINGS.FLASHLIGHT_INTENSITY_BASE +
|
||||
Math.sin(state.clock.elapsedTime * 30) * 0.15 * Math.cos(state.clock.elapsedTime * 3);
|
||||
}
|
||||
|
||||
const length = FEAR_SETTINGS.HALLWAY_LENGTH;
|
||||
const absoluteZ = -playerRoot.z;
|
||||
const absoluteZ = -playerRoot.z;
|
||||
const rawSegmentIndex = Math.floor(absoluteZ / length);
|
||||
const progressZ = ((absoluteZ % length) + length) % length / length;
|
||||
|
||||
|
||||
+11
-4
@@ -14,8 +14,9 @@ export const FEAR_SETTINGS = {
|
||||
EVENT_RUST_LOOP_COUNT: 4,
|
||||
EVENT_FINALE_LOOP_COUNT: 5,
|
||||
|
||||
EVENT_FINALE_DURATION: 3,
|
||||
EVENT_FINALE_TEXT_COUNT: 128
|
||||
EVENT_FINALE_DURATION: 1,
|
||||
|
||||
TEST_MODE: false
|
||||
};
|
||||
|
||||
const listeners = new Set<() => void>();
|
||||
@@ -45,8 +46,14 @@ export const fearState = {
|
||||
this.currentWidth = newWidth;
|
||||
}
|
||||
|
||||
if (this.wasCaught && this.finaleProgression < FEAR_SETTINGS.EVENT_FINALE_DURATION)
|
||||
this.finaleProgression = Math.min(this.finaleProgression + delta, FEAR_SETTINGS.EVENT_FINALE_DURATION);
|
||||
if (this.wasCaught) {
|
||||
if (this.finaleProgression < FEAR_SETTINGS.EVENT_FINALE_DURATION) {
|
||||
|
||||
this.finaleProgression = Math.min(this.finaleProgression + delta, FEAR_SETTINGS.EVENT_FINALE_DURATION);
|
||||
} else {
|
||||
window.location.href = '/';
|
||||
}
|
||||
}
|
||||
|
||||
this.emit();
|
||||
},
|
||||
|
||||
Reference in New Issue
Block a user