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@nickludlam
Last active December 21, 2015 09:49
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My mods to DynamicWeatherEffects by Engima
/* DynamicWeatherEffects.sqf version 1.01 by Engima of Ostgota Ops
* Description:
* Script that generates dynamic (random) weather. Works in single player, multiplayer (hosted and dedicated), and is JIP compatible.
* Arguments:
* [_initialFog]: Optional. Fog when mission starts. Must be between 0 and 1 where 0 = no fog, 1 = maximum fog. -1 = random fog.
* [_initialOvercast]: Optional. Overcast when mission starts. Must be between 0 and 1 where 0 = no overcast, 1 = maximum overcast. -1 = random overcast.
* [_initialRain]: Optional. Rain when mission starts. Must be between 0 and 1 where 0 = no rain, 1 = maximum rain. -1 = random rain. (Overcast must be greater than or equal to 0.75).
* [_initialWind]: Optional. Wind when mission starts. Must be an array of form [x, z], where x is one wind strength vector and z is the other. x and z must be greater than or equal to 0. [-1, -1] = random wind.
* [_debug]: Optional. true if debug text is to be shown, otherwise false.
*/
private ["_initialFog", "_initialOvercast", "_initialRain", "_initialWind", "_debug"];
private ["_minWeatherChangeTimeMin", "_maxWeatherChangeTimeMin", "_minTimeBetweenWeatherChangesMin", "_maxTimeBetweenWeatherChangesMin", "_rainIntervalRainProbability", "_windChangeProbability"];
private ["_minimumFog", "_maximumFog", "_minimumOvercast", "_maximumOvercast", "_minimumRain", "_maximumRain", "_minimumWind", "_maximumWind", "_minRainIntervalTimeMin", "_maxRainIntervalTimeMin", "_forceRainToStopAfterOneRainInterval", "_maxWind"];
private ["_minimumFogDecay", "_maximumFogDecay", "_minimumFogBase", "_maximumFogBase"];
if (isNil "_this") then { _this = []; };
if (count _this > 0) then { _initialFog = _this select 0; } else { _initialFog = -1; };
if (count _this > 1) then { _initialOvercast = _this select 1; } else { _initialOvercast = -1; };
if (count _this > 2) then { _initialRain = _this select 2; } else { _initialRain = -1; };
if (count _this > 3) then { _initialWind = _this select 3; } else { _initialWind = [-1, -1]; };
if (count _this > 4) then { _debug = _this select 4; } else { _debug = false; };
///////////////////////////////////////////////////////////////////////////////////////////////////////////////
// The following variables can be changed to tweak weather behaviour
// Minimum time in minutes for the weather (fog and overcast) to change. Must be greater than or equal to 1 and less than or equal to
// _maxWeatherChangeTimeMin. When weather changes, it is fog OR overcast that changes, not both at the same time. (Suggested value: 10).
_minWeatherChangeTimeMin = 10;
// Maximum time in minutes for the weather (fog and overcast) to change. Must be greater than or equal to _minWeatherChangeTimeMin.
// (Suggested value: 20).
_maxWeatherChangeTimeMin = 20;
// Minimum time in minutes that weather (fog and overcast) stays constant between weather changes. Must be less than or equal to 0 and
// greater than or equal to _minWeatherChangeTimeMin. (Suggested value: 5).
_minTimeBetweenWeatherChangesMin = 5;
// Maximum time in minutes that weather (fog and overcast) stays unchanged between weather changes. Must be greater than or equal to
// _minWeatherChangeTimeMin. (Suggested value: 10).
_maxTimeBetweenWeatherChangesMin = 10;
// Fog intensity never falls below this value. Must be between 0 and 1 and less than or equal to _maximumFog
// (0 = no fog, 1 = pea soup). (Suggested value: 0).
_minimumFog = 0;
// Fog intensity never exceeds this value. Must be between 0 and 1 and greater than or equal to _minimumFog
// (0 = no fog, 1 = pea soup). (Suggested value: 0.8).
_maximumFog = 0.7;
// New ArmA3 facilities added by Bewilderbeest
_minimumFogDecay = 0.01;
_maximumFogDecay = 0.03;
_minimumFogBase = 0;
_maximumFogBase = 100;
// Overcast intensity never falls below this value. Must be between 0 and 1 and less than or equal to _maximumOvercast
// (0 = no overcast, 1 = maximum overcast). (Suggested value: 0).
_minimumOvercast = 0;
// Overcast intensity never exceeds this value. Must be between 0 and 1 and greater than or equal to _minimumOvercast
// (0 = no overcast, 1 = maximum overcast). (Suggested value: 1).
_maximumOvercast = 1;
// When raining, rain intensity never falls below this value. Must be between 0 and 1 and less than or equal to _maximumRain
// (0 = no rain, 1 = maximum rain intensity). (Suggested value: 0);
_minimumRain = 0;
// When raining, rain intensity never exceeds this value. Must be between 0 and 1 and greater than or equal to _minimumRain
// (0 = no rain, 1 = maximum rain intensity). (Suggested value: 0.8);
_maximumRain = 0.8;
// Wind vector strength never falls below this value. Must be greater or equal to 0 and less than or equal to _maximumWind.
// (Suggested value: 0);
_minimumWind = 0;
// Wind vector strength never exceeds this value. Must be greater or equal to 0 and greater than or equal to _minimumWind.
// (Suggested value: 8).
_maximumWind = 8;
// Probability in percent for wind to change when weather changes. If set to 0 then wind will never change. If set to 100 then rain will
// change every time the weather (fog or overcast) start to change. (Suggested value: 25);
_windChangeProbability = 25;
// A "rain interval" is defined as "a time interval during which it may rain in any intensity (or it may not rain at all)". When overcast
// goes above 0.75, a chain of rain intervals (defined below) is started. It cycles on until overcast falls below 0.75. At overcast
// below 0.75 rain intervals never execute (thus it cannot rain).
// Probability in percent (0-100) for rain to start at every rain interval. Set this to 0 if you don't want rain at all. Set this to 100
// if you want it to rain constantly when overcast is greater than 0.75. In short: if you think that it generally rains to often then
// lower this value and vice versa. (Suggested value: 50).
_rainIntervalRainProbability = 20;
// Minimum time in minutes for rain intervals. Must be greater or equal to 0 and less than or equal to _maxRainIntervalTimeMin.
// (Suggested value: 0).
_minRainIntervalTimeMin = 0;
// Maximum time in minutes for rain intervals. Must be greater than or equal to _minRainIntervalTimeMin. (Suggested value:
// (_maxWeatherChangeTimeMin + _maxTimeBetweenWeatherChangesMin) / 2).
_maxRainIntervalTimeMin = (_maxWeatherChangeTimeMin + _maxTimeBetweenWeatherChangesMin) / 2;
// If set to true, then the rain is forced to stop after one rain interval during which it has rained (use this for example if you only want
// small occational cloudbursts ). If set to false, then the rain may stop, but it may also just change intensity for an
// immedeate new rain interval. (Suggested value: false).
_forceRainToStopAfterOneRainInterval = false;
///////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Don't touch anything beneath this line
drn_DynamicWeather_DebugTextEventArgs = []; // Empty
"drn_DynamicWeather_DebugTextEventArgs" addPublicVariableEventHandler {
drn_DynamicWeather_DebugTextEventArgs call drn_fnc_DynamicWeather_ShowDebugTextLocal;
};
/*
* Summary: Shows debug text on local client.
* Arguments:
* _text: Debug text.
*/
drn_fnc_DynamicWeather_ShowDebugTextLocal = {
private ["_minutes", "_seconds"];
if (!isNull player) then {
player sideChat (_this select 0);
};
_minutes = floor (time / 60);
_seconds = floor (time - (_minutes * 60));
diag_log ((str _minutes + ":" + str _seconds) + " Debug: " + (_this select 0));
};
/*
* Summary: Shows debug text on all clients.
* Arguments:
* _text: Debug text.
*/
drn_fnc_DynamicWeather_ShowDebugTextAllClients = {
drn_DynamicWeather_DebugTextEventArgs = _this;
publicVariable "drn_DynamicWeather_DebugTextEventArgs";
drn_DynamicWeather_DebugTextEventArgs call drn_fnc_DynamicWeather_ShowDebugTextLocal;
};
if (_debug) then {
["Starting script WeatherEffects.sqf..."] call drn_fnc_DynamicWeather_ShowDebugTextLocal;
};
drn_DynamicWeatherEventArgs = []; // [current overcast, current fog, current rain, current weather change ("OVERCAST", "FOG" or ""), target weather value, time until weather completion (in seconds), current wind x, current wind z]
drn_AskServerDynamicWeatherEventArgs = []; // []
drn_fnc_DynamicWeather_SetWeatherLocal = {
private ["_currentOvercast", "_currentFog", "_currentRain", "_currentWeatherChange", "_targetWeatherValue", "_timeUntilCompletion", "_currentWindX", "_currentWindZ"];
_currentOvercast = _this select 0;
_currentFog = _this select 1;
_currentRain = _this select 2;
_currentWeatherChange = _this select 3;
_targetWeatherValue = _this select 4;
_timeUntilCompletion = _this select 5;
_currentWindX = _this select 6;
_currentWindZ = _this select 7;
// Set current weather values
0 setOvercast _currentOvercast;
0 setFog _currentFog;
drn_var_DynamicWeather_Rain = _currentRain;
setWind [_currentWindX, _currentWindZ, true];
// Set forecast
if (_currentWeatherChange == "OVERCAST") then {
_timeUntilCompletion setOvercast _targetWeatherValue;
5 setFog 0; // Quick hack to ensure fog goes away regularly
};
if (_currentWeatherChange == "FOG") then {
_timeUntilCompletion setFog _targetWeatherValue;
};
};
if (!isServer) then {
"drn_DynamicWeatherEventArgs" addPublicVariableEventHandler {
drn_DynamicWeatherEventArgs call drn_fnc_DynamicWeather_SetWeatherLocal;
};
waitUntil {!isNil "drn_var_DynamicWeather_ServerInitialized"};
drn_AskServerDynamicWeatherEventArgs = [true];
publicVariable "drn_AskServerDynamicWeatherEventArgs";
};
if (isServer) then {
drn_fnc_DynamicWeather_SetWeatherAllClients = {
private ["_timeUntilCompletion", "_currentWeatherChange"];
_timeUntilCompletion = drn_DynamicWeather_WeatherChangeCompletedTime - drn_DynamicWeather_WeatherChangeStartedTime;
if (_timeUntilCompletion > 0) then {
_currentWeatherChange = drn_DynamicWeather_CurrentWeatherChange;
}
else {
_currentWeatherChange = "";
};
drn_DynamicWeatherEventArgs = [overcast, fog, drn_var_DynamicWeather_Rain, _currentWeatherChange, drn_DynamicWeather_WeatherTargetValue, _timeUntilCompletion, drn_DynamicWeather_WindX, drn_DynamicWeather_WindZ];
publicVariable "drn_DynamicWeatherEventArgs";
drn_DynamicWeatherEventArgs call drn_fnc_DynamicWeather_SetWeatherLocal;
};
"drn_AskServerDynamicWeatherEventArgs" addPublicVariableEventHandler {
call drn_fnc_DynamicWeather_SetWeatherAllClients;
};
drn_DynamicWeather_CurrentWeatherChange = "";
drn_DynamicWeather_WeatherTargetValue = 0;
drn_DynamicWeather_WeatherChangeStartedTime = time;
drn_DynamicWeather_WeatherChangeCompletedTime = time;
drn_DynamicWeather_WindX = _initialWind select 0;
drn_DynamicWeather_WindZ = _initialWind select 1;
if (_initialFog == -1) then {
_initialFog = (_minimumFog + random (_maximumFog - _minimumFog));
}
else {
if (_initialFog < _minimumFog) then {
_initialFog = _minimumFog;
};
if (_initialFog > _maximumFog) then {
_initialFog = _maximumFog;
};
};
0 setFog _initialFog;
if (_initialOvercast == -1) then {
_initialOvercast = (_minimumOvercast + random (_maximumOvercast - _minimumOvercast));
}
else {
if (_initialOvercast < _minimumOvercast) then {
_initialOvercast = _minimumOvercast;
};
if (_initialOvercast > _maximumOvercast) then {
_initialOvercast = _maximumOvercast;
};
};
0 setOvercast _initialOvercast;
if (_initialOvercast >= 0.75) then {
if (_initialRain == -1) then {
_initialRain = (_minimumRain + random (_minimumRain - _minimumRain));
}
else {
if (_initialRain < _minimumRain) then {
_initialRain = _minimumRain;
};
if (_initialRain > _maximumRain) then {
_initialRain = _maximumRain;
};
};
}
else {
_initialRain = 0;
};
drn_var_DynamicWeather_Rain = _initialRain;
0 setRain drn_var_DynamicWeather_Rain;
_maxWind = _minimumWind + random (_maximumWind - _minimumWind);
if (drn_DynamicWeather_WindX == -1) then {
if (random 100 < 50) then {
drn_DynamicWeather_WindX = -_minimumWind - random (_maxWind - _minimumWind);
}
else {
drn_DynamicWeather_WindX = _minimumWind + random (_maxWind - _minimumWind);
};
};
if (drn_DynamicWeather_WindZ == -1) then {
if (random 100 < 50) then {
drn_DynamicWeather_WindZ = -_minimumWind - random (_maxWind - _minimumWind);
}
else {
drn_DynamicWeather_WindZ = _minimumWind + random (_maxWind - _minimumWind);
};
};
setWind [drn_DynamicWeather_WindX, drn_DynamicWeather_WindZ, true];
sleep 0.05;
publicVariable "drn_var_DynamicWeather_Rain";
drn_var_DynamicWeather_ServerInitialized = true;
publicVariable "drn_var_DynamicWeather_ServerInitialized";
// Start weather thread
[_minWeatherChangeTimeMin, _maxWeatherChangeTimeMin, _minTimeBetweenWeatherChangesMin, _maxTimeBetweenWeatherChangesMin, _minimumFog, _maximumFog, _minimumFogDecay, _maximumFogDecay, _minimumFogBase, _maximumFogBase, _minimumOvercast, _maximumOvercast, _minimumWind, _maximumWind, _windChangeProbability, _debug] spawn {
private ["_minWeatherChangeTimeMin", "_maxWeatherChangeTimeMin", "_minTimeBetweenWeatherChangesMin", "_maxTimeBetweenWeatherChangesMin", "_minimumFog", "_maximumFog", "_minimumOvercast", "_maximumOvercast", "_minimumWind", "_maximumWind", "_windChangeProbability", "_debug"];
private ["_weatherType", "_fogLevel", "_overcastLevel", "_oldFogLevel", "_oldOvercastLevel", "_weatherChangeTimeSek"];
private ["_fogValue", "_fogBase", "_fogDecay"];
_minWeatherChangeTimeMin = _this select 0;
_maxWeatherChangeTimeMin = _this select 1;
_minTimeBetweenWeatherChangesMin = _this select 2;
_maxTimeBetweenWeatherChangesMin = _this select 3;
_minimumFog = _this select 4;
_maximumFog = _this select 5;
_minimumFogDecay = _this select 6;
_maximumFogDecay = _this select 7;
_minimumFogBase = _this select 8;
_maximumFogBase = _this select 9;
_minimumOvercast = _this select 10;
_maximumOvercast = _this select 11;
_minimumWind = _this select 12;
_maximumWind = _this select 13;
_windChangeProbability = _this select 14;
_debug = _this select 15;
// Set initial fog level
_fogLevel = 2;
_overcastLevel = 2;
while {true} do {
// Sleep a while until next weather change
sleep floor (_minTimeBetweenWeatherChangesMin * 60 + random ((_maxTimeBetweenWeatherChangesMin - _minTimeBetweenWeatherChangesMin) * 60));
if (_minimumFog == _maximumFog && _minimumOvercast != _maximumOvercast) then {
_weatherType = "OVERCAST";
};
if (_minimumFog != _maximumFog && _minimumOvercast == _maximumOvercast) then {
_weatherType = "FOG";
};
if (_minimumFog != _maximumFog && _minimumOvercast != _maximumOvercast) then {
// Select type of weather to change
if ((random 100) < 50) then {
_weatherType = "OVERCAST";
}
else {
_weatherType = "FOG";
};
};
// DEBUG
//_weatherType = "OVERCAST";
if (_weatherType == "FOG") then {
drn_DynamicWeather_CurrentWeatherChange = "FOG";
// Select a new fog level
_oldFogLevel = _fogLevel;
_fogLevel = floor ((random 100) / 25);
while {_fogLevel == _oldFogLevel} do {
_fogLevel = floor ((random 100) / 25);
};
_fogDecay = _minimumFogDecay + (_maximumFogDecay - _minimumFogDecay) * random 1;
_fogBase = _minimumFogBase + (_maximumFogBase - _minimumFogBase) * random 1;
_fogValue = 0;
if (_fogLevel == 0) then {
_fogValue = _minimumFog + (_maximumFog - _minimumFog) * random 0.05;
};
if (_fogLevel == 1) then {
_fogValue = _minimumFog + (_maximumFog - _minimumFog) * (0.05 + random 0.2);
};
if (_fogLevel == 2) then {
_fogValue = _minimumFog + (_maximumFog - _minimumFog) * (0.25 + random 0.3);
};
if (_fogLevel == 3) then {
_fogValue = _minimumFog + (_maximumFog - _minimumFog) * (0.55 + random 0.45);
};
drn_DynamicWeather_WeatherTargetValue = [_fogValue, _fogDecay, _fogBase];
drn_DynamicWeather_WeatherChangeStartedTime = time;
_weatherChangeTimeSek = _minWeatherChangeTimeMin * 60 + random ((_maxWeatherChangeTimeMin - _minWeatherChangeTimeMin) * 60);
drn_DynamicWeather_WeatherChangeCompletedTime = time + _weatherChangeTimeSek;
if (_debug) then {
["Weather forecast: Fog " + str drn_DynamicWeather_WeatherTargetValue + " in " + str round (_weatherChangeTimeSek / 60) + " minutes."] call drn_fnc_DynamicWeather_ShowDebugTextAllClients;
};
};
if (_weatherType == "OVERCAST") then {
drn_DynamicWeather_CurrentWeatherChange = "OVERCAST";
// Select a new overcast level
_oldOvercastLevel = _overcastLevel;
//_overcastLevel = floor ((random 100) / 25);
_overcastLevel = 3;
while {_overcastLevel == _oldOvercastLevel} do {
_overcastLevel = floor ((random 100) / 25);
};
if (_overcastLevel == 0) then {
drn_DynamicWeather_WeatherTargetValue = _minimumOvercast + (_maximumOvercast - _minimumOvercast) * random 0.05;
};
if (_overcastLevel == 1) then {
drn_DynamicWeather_WeatherTargetValue = _minimumOvercast + (_maximumOvercast - _minimumOvercast) * (0.05 + random 0.3);
};
if (_overcastLevel == 2) then {
drn_DynamicWeather_WeatherTargetValue = _minimumOvercast + (_maximumOvercast - _minimumOvercast) * (0.35 + random 0.35);
};
if (_overcastLevel == 3) then {
drn_DynamicWeather_WeatherTargetValue = _minimumOvercast + (_maximumOvercast - _minimumOvercast) * (0.7 + random 0.3);
};
// DEBUG
/*
if (overcast > 0.8) then {
drn_DynamicWeather_WeatherTargetValue = 0.5;
}
else {
drn_DynamicWeather_WeatherTargetValue = 0.85;
};
*/
drn_DynamicWeather_WeatherChangeStartedTime = time;
_weatherChangeTimeSek = _minWeatherChangeTimeMin * 60 + random ((_maxWeatherChangeTimeMin - _minWeatherChangeTimeMin) * 60);
drn_DynamicWeather_WeatherChangeCompletedTime = time + _weatherChangeTimeSek;
if (_debug) then {
["Weather forecast: Overcast " + str drn_DynamicWeather_WeatherTargetValue + " in " + str round (_weatherChangeTimeSek / 60) + " minutes."] call drn_fnc_DynamicWeather_ShowDebugTextAllClients;
};
};
// On average every one fourth of weather changes, change wind too
if (random 100 < _windChangeProbability) then {
private ["_maxWind"];
_maxWind = _minimumWind + random (_maximumWind - _minimumWind);
if (random 100 < 50) then {
drn_DynamicWeather_WindX = -_minimumWind - random (_maxWind - _minimumWind);
}
else {
drn_DynamicWeather_WindX = _minimumWind + random (_maxWind - _minimumWind);
};
if (random 100 < 50) then {
drn_DynamicWeather_WindZ = -_minimumWind - random (_maxWind - _minimumWind);
}
else {
drn_DynamicWeather_WindZ = _minimumWind + random (_maxWind - _minimumWind);
};
if (_debug) then {
["Wind changes: [" + str drn_DynamicWeather_WindX + ", " + str drn_DynamicWeather_WindZ + "]."] call drn_fnc_DynamicWeather_ShowDebugTextAllClients;
};
};
call drn_fnc_DynamicWeather_SetWeatherAllClients;
sleep _weatherChangeTimeSek;
};
};
// Start rain thread
if (_rainIntervalRainProbability > 0) then {
[_minimumRain, _maximumRain, _forceRainToStopAfterOneRainInterval, _minRainIntervalTimeMin, _maxRainIntervalTimeMin, _rainIntervalRainProbability, _debug] spawn {
private ["_minimumRain", "_maximumRain", "_forceRainToStopAfterOneRainInterval", "_minRainIntervalTimeMin", "_maxRainIntervalTimeMin", "_rainIntervalRainProbability", "_debug"];
private ["_nextRainEventTime", "_forceStop"];
_minimumRain = _this select 0;
_maximumRain = _this select 1;
_forceRainToStopAfterOneRainInterval = _this select 2;
_minRainIntervalTimeMin = _this select 3;
_maxRainIntervalTimeMin = _this select 4;
_rainIntervalRainProbability = _this select 5;
_debug = _this select 6;
if (rain > 0) then {
drn_var_DynamicWeather_Rain = rain;
publicVariable "drn_var_DynamicWeather_Rain";
};
_nextRainEventTime = time;
_forceStop = false;
while {true} do {
if (overcast > 0.75) then {
if (time >= _nextRainEventTime) then {
private ["_rainTimeSec"];
// At every rain event time, start or stop rain with 50% probability
if (random 100 < _rainIntervalRainProbability && !_forceStop) then {
drn_var_DynamicWeather_rain = _minimumRain + random (_maximumRain - _minimumRain);
publicVariable "drn_var_DynamicWeather_rain";
_forceStop = _forceRainToStopAfterOneRainInterval;
}
else {
drn_var_DynamicWeather_rain = 0;
publicVariable "drn_var_DynamicWeather_rain";
_forceStop = false;
};
// Pick a time for next rain change
_rainTimeSec = _minRainIntervalTimeMin * 60 + random ((_maxRainIntervalTimeMin - _minRainIntervalTimeMin) * 60);
_nextRainEventTime = time + _rainTimeSec;
if (_debug) then {
["Rain set to " + str drn_var_DynamicWeather_rain + " for " + str (_rainTimeSec / 60) + " minutes"] call drn_fnc_DynamicWeather_ShowDebugTextAllClients;
};
};
}
else {
if (drn_var_DynamicWeather_rain != 0) then {
drn_var_DynamicWeather_rain = 0;
publicVariable "drn_var_DynamicWeather_rain";
if (_debug) then {
["Rain stops due to low overcast."] call drn_fnc_DynamicWeather_ShowDebugTextAllClients;
};
};
_nextRainEventTime = time;
_forceStop = false;
};
if (_debug) then {
sleep 1;
}
else {
sleep 20;
};
};
};
};
};
[_rainIntervalRainProbability, _debug] spawn {
private ["_rainIntervalRainProbability", "_debug"];
private ["_rain", "_rainPerSecond"];
_rainIntervalRainProbability = _this select 0;
_debug = _this select 1;
if (_debug) then {
_rainPerSecond = 0.2;
}
else {
_rainPerSecond = 0.03;
};
if (_rainIntervalRainProbability > 0) then {
_rain = drn_var_DynamicWeather_Rain;
}
else {
_rain = 0;
};
0 setRain _rain;
sleep 0.1;
while {true} do {
if (_rainIntervalRainProbability > 0) then {
if (_rain < drn_var_DynamicWeather_Rain) then {
_rain = _rain + _rainPerSecond;
if (_rain > 1) then { _rain = 1; };
};
if (_rain > drn_var_DynamicWeather_Rain) then {
_rain = _rain - _rainPerSecond;
if (_rain < 0) then { _rain = 0; };
};
}
else {
_rain = 0;
};
3 setRain _rain;
sleep 10;
};
};
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