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481 lines
12 KiB
481 lines
12 KiB
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
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// ( $CONVERT_FROM_LINEAR == 0 ) && ( $CONVERT_TO_LINEAR == 1 )
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// ( $TOOL_MODE == 0 ) && ( $CONVERT_FROM_LINEAR == 1 )
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// ( $TOOL_MODE == 0 ) && ( $CONVERT_TO_LINEAR == 1 )
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// ( $CONVERT_FROM_LINEAR == 1 ) && ( $LINEAR_INPUT == 1 )
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// ( $CONVERT_TO_LINEAR == 1 ) && ( $LINEAR_OUTPUT == 1 )
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// ( $LOCAL_CONTRAST_ENABLE == 0 ) && ( $BLURRED_VIGNETTE_ENABLE == 1 )
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// ( $TOOL_MODE == 0 ) && $TV_GAMMA
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// ( $TOOL_MODE == 0 ) && $DESATURATEENABLE
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// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
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// defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPTINT && $LIGHTING_PREVIEW && $FASTPATHENVMAPTINT
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// defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPCONTRAST && $LIGHTING_PREVIEW && $FASTPATHENVMAPCONTRAST
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// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
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// ($FLASHLIGHT || $FLASHLIGHTSHADOWS) && $LIGHTING_PREVIEW
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#include "shaderlib/cshader.h"
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class engine_post_ps20b_Static_Index
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{
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private:
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int m_nTOOL_MODE;
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#ifdef _DEBUG
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bool m_bTOOL_MODE;
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#endif
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public:
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void SetTOOL_MODE( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nTOOL_MODE = i;
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#ifdef _DEBUG
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m_bTOOL_MODE = true;
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#endif
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}
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void SetTOOL_MODE( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nTOOL_MODE = i ? 1 : 0;
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#ifdef _DEBUG
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m_bTOOL_MODE = true;
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#endif
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}
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private:
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int m_nDEPTH_BLUR_ENABLE;
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#ifdef _DEBUG
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bool m_bDEPTH_BLUR_ENABLE;
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#endif
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public:
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void SetDEPTH_BLUR_ENABLE( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nDEPTH_BLUR_ENABLE = i;
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#ifdef _DEBUG
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m_bDEPTH_BLUR_ENABLE = true;
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#endif
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}
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void SetDEPTH_BLUR_ENABLE( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nDEPTH_BLUR_ENABLE = i ? 1 : 0;
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#ifdef _DEBUG
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m_bDEPTH_BLUR_ENABLE = true;
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#endif
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}
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private:
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int m_nLINEAR_INPUT;
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#ifdef _DEBUG
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bool m_bLINEAR_INPUT;
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#endif
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public:
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void SetLINEAR_INPUT( int i )
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{
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Assert( i >= 0 && i <= 0 );
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m_nLINEAR_INPUT = i;
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#ifdef _DEBUG
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m_bLINEAR_INPUT = true;
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#endif
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}
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void SetLINEAR_INPUT( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
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m_nLINEAR_INPUT = i ? 1 : 0;
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#ifdef _DEBUG
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m_bLINEAR_INPUT = true;
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#endif
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}
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private:
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int m_nLINEAR_OUTPUT;
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#ifdef _DEBUG
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bool m_bLINEAR_OUTPUT;
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#endif
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public:
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void SetLINEAR_OUTPUT( int i )
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{
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Assert( i >= 0 && i <= 0 );
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m_nLINEAR_OUTPUT = i;
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#ifdef _DEBUG
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m_bLINEAR_OUTPUT = true;
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#endif
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}
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void SetLINEAR_OUTPUT( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
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m_nLINEAR_OUTPUT = i ? 1 : 0;
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#ifdef _DEBUG
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m_bLINEAR_OUTPUT = true;
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#endif
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}
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public:
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// CONSTRUCTOR
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engine_post_ps20b_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
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{
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#ifdef _DEBUG
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m_bTOOL_MODE = false;
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#endif // _DEBUG
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m_nTOOL_MODE = 0;
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#ifdef _DEBUG
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m_bDEPTH_BLUR_ENABLE = false;
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#endif // _DEBUG
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m_nDEPTH_BLUR_ENABLE = 0;
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#ifdef _DEBUG
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m_bLINEAR_INPUT = false;
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#endif // _DEBUG
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m_nLINEAR_INPUT = 0;
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#ifdef _DEBUG
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m_bLINEAR_OUTPUT = false;
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#endif // _DEBUG
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m_nLINEAR_OUTPUT = 0;
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}
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int GetIndex()
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{
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// Asserts to make sure that we aren't using any skipped combinations.
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// Asserts to make sure that we are setting all of the combination vars.
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#ifdef _DEBUG
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bool bAllStaticVarsDefined = m_bTOOL_MODE && m_bDEPTH_BLUR_ENABLE && m_bLINEAR_INPUT && m_bLINEAR_OUTPUT;
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Assert( bAllStaticVarsDefined );
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#endif // _DEBUG
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return ( 384 * m_nTOOL_MODE ) + ( 768 * m_nDEPTH_BLUR_ENABLE ) + ( 1536 * m_nLINEAR_INPUT ) + ( 1536 * m_nLINEAR_OUTPUT ) + 0;
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}
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};
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#define shaderStaticTest_engine_post_ps20b psh_forgot_to_set_static_TOOL_MODE + psh_forgot_to_set_static_DEPTH_BLUR_ENABLE + psh_forgot_to_set_static_LINEAR_INPUT + psh_forgot_to_set_static_LINEAR_OUTPUT + 0
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class engine_post_ps20b_Dynamic_Index
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{
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private:
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int m_nAA_ENABLE;
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#ifdef _DEBUG
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bool m_bAA_ENABLE;
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#endif
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public:
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void SetAA_ENABLE( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nAA_ENABLE = i;
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#ifdef _DEBUG
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m_bAA_ENABLE = true;
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#endif
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}
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void SetAA_ENABLE( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nAA_ENABLE = i ? 1 : 0;
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#ifdef _DEBUG
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m_bAA_ENABLE = true;
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#endif
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}
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private:
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int m_nCOL_CORRECT_NUM_LOOKUPS;
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#ifdef _DEBUG
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bool m_bCOL_CORRECT_NUM_LOOKUPS;
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#endif
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public:
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void SetCOL_CORRECT_NUM_LOOKUPS( int i )
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{
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Assert( i >= 0 && i <= 3 );
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m_nCOL_CORRECT_NUM_LOOKUPS = i;
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#ifdef _DEBUG
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m_bCOL_CORRECT_NUM_LOOKUPS = true;
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#endif
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}
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void SetCOL_CORRECT_NUM_LOOKUPS( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 3 );
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m_nCOL_CORRECT_NUM_LOOKUPS = i ? 1 : 0;
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#ifdef _DEBUG
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m_bCOL_CORRECT_NUM_LOOKUPS = true;
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#endif
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}
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private:
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int m_nCONVERT_FROM_LINEAR;
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#ifdef _DEBUG
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bool m_bCONVERT_FROM_LINEAR;
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#endif
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public:
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void SetCONVERT_FROM_LINEAR( int i )
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{
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Assert( i >= 0 && i <= 0 );
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m_nCONVERT_FROM_LINEAR = i;
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#ifdef _DEBUG
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m_bCONVERT_FROM_LINEAR = true;
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#endif
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}
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void SetCONVERT_FROM_LINEAR( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
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m_nCONVERT_FROM_LINEAR = i ? 1 : 0;
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#ifdef _DEBUG
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m_bCONVERT_FROM_LINEAR = true;
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#endif
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}
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private:
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int m_nCONVERT_TO_LINEAR;
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#ifdef _DEBUG
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bool m_bCONVERT_TO_LINEAR;
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#endif
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public:
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void SetCONVERT_TO_LINEAR( int i )
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{
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Assert( i >= 0 && i <= 0 );
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m_nCONVERT_TO_LINEAR = i;
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#ifdef _DEBUG
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m_bCONVERT_TO_LINEAR = true;
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#endif
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}
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void SetCONVERT_TO_LINEAR( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
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m_nCONVERT_TO_LINEAR = i ? 1 : 0;
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#ifdef _DEBUG
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m_bCONVERT_TO_LINEAR = true;
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#endif
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}
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private:
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int m_nFADE_TO_BLACK;
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#ifdef _DEBUG
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bool m_bFADE_TO_BLACK;
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#endif
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public:
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void SetFADE_TO_BLACK( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nFADE_TO_BLACK = i;
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#ifdef _DEBUG
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m_bFADE_TO_BLACK = true;
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#endif
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}
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void SetFADE_TO_BLACK( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nFADE_TO_BLACK = i ? 1 : 0;
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#ifdef _DEBUG
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m_bFADE_TO_BLACK = true;
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#endif
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}
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private:
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int m_nFADE_TYPE;
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#ifdef _DEBUG
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bool m_bFADE_TYPE;
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#endif
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public:
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void SetFADE_TYPE( int i )
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{
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Assert( i >= 0 && i <= 2 );
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m_nFADE_TYPE = i;
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#ifdef _DEBUG
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m_bFADE_TYPE = true;
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#endif
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}
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void SetFADE_TYPE( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 2 );
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m_nFADE_TYPE = i ? 1 : 0;
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#ifdef _DEBUG
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m_bFADE_TYPE = true;
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#endif
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}
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private:
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int m_nNOISE_ENABLE;
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#ifdef _DEBUG
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bool m_bNOISE_ENABLE;
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#endif
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public:
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void SetNOISE_ENABLE( int i )
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{
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Assert( i >= 0 && i <= 0 );
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m_nNOISE_ENABLE = i;
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#ifdef _DEBUG
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m_bNOISE_ENABLE = true;
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#endif
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}
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void SetNOISE_ENABLE( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
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m_nNOISE_ENABLE = i ? 1 : 0;
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#ifdef _DEBUG
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m_bNOISE_ENABLE = true;
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#endif
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}
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private:
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int m_nVIGNETTE_ENABLE;
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#ifdef _DEBUG
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bool m_bVIGNETTE_ENABLE;
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#endif
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public:
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void SetVIGNETTE_ENABLE( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nVIGNETTE_ENABLE = i;
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#ifdef _DEBUG
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m_bVIGNETTE_ENABLE = true;
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#endif
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}
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void SetVIGNETTE_ENABLE( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nVIGNETTE_ENABLE = i ? 1 : 0;
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#ifdef _DEBUG
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m_bVIGNETTE_ENABLE = true;
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#endif
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}
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private:
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int m_nLOCAL_CONTRAST_ENABLE;
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#ifdef _DEBUG
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bool m_bLOCAL_CONTRAST_ENABLE;
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#endif
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public:
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void SetLOCAL_CONTRAST_ENABLE( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nLOCAL_CONTRAST_ENABLE = i;
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#ifdef _DEBUG
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m_bLOCAL_CONTRAST_ENABLE = true;
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#endif
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}
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void SetLOCAL_CONTRAST_ENABLE( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nLOCAL_CONTRAST_ENABLE = i ? 1 : 0;
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#ifdef _DEBUG
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m_bLOCAL_CONTRAST_ENABLE = true;
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#endif
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}
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private:
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int m_nBLURRED_VIGNETTE_ENABLE;
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#ifdef _DEBUG
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bool m_bBLURRED_VIGNETTE_ENABLE;
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#endif
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public:
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void SetBLURRED_VIGNETTE_ENABLE( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nBLURRED_VIGNETTE_ENABLE = i;
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#ifdef _DEBUG
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m_bBLURRED_VIGNETTE_ENABLE = true;
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#endif
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}
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void SetBLURRED_VIGNETTE_ENABLE( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nBLURRED_VIGNETTE_ENABLE = i ? 1 : 0;
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#ifdef _DEBUG
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m_bBLURRED_VIGNETTE_ENABLE = true;
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#endif
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}
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private:
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int m_nVOMIT_ENABLE;
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#ifdef _DEBUG
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bool m_bVOMIT_ENABLE;
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#endif
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public:
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void SetVOMIT_ENABLE( int i )
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{
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Assert( i >= 0 && i <= 0 );
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m_nVOMIT_ENABLE = i;
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#ifdef _DEBUG
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m_bVOMIT_ENABLE = true;
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#endif
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}
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void SetVOMIT_ENABLE( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
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m_nVOMIT_ENABLE = i ? 1 : 0;
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#ifdef _DEBUG
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m_bVOMIT_ENABLE = true;
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#endif
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}
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public:
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// CONSTRUCTOR
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engine_post_ps20b_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
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{
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#ifdef _DEBUG
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m_bAA_ENABLE = false;
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#endif // _DEBUG
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m_nAA_ENABLE = 0;
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#ifdef _DEBUG
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m_bCOL_CORRECT_NUM_LOOKUPS = false;
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#endif // _DEBUG
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m_nCOL_CORRECT_NUM_LOOKUPS = 0;
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#ifdef _DEBUG
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m_bCONVERT_FROM_LINEAR = false;
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#endif // _DEBUG
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m_nCONVERT_FROM_LINEAR = 0;
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#ifdef _DEBUG
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m_bCONVERT_TO_LINEAR = false;
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#endif // _DEBUG
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m_nCONVERT_TO_LINEAR = 0;
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#ifdef _DEBUG
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m_bFADE_TO_BLACK = false;
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#endif // _DEBUG
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m_nFADE_TO_BLACK = 0;
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#ifdef _DEBUG
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m_bFADE_TYPE = false;
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#endif // _DEBUG
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m_nFADE_TYPE = 0;
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#ifdef _DEBUG
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m_bNOISE_ENABLE = false;
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#endif // _DEBUG
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m_nNOISE_ENABLE = 0;
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#ifdef _DEBUG
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m_bVIGNETTE_ENABLE = false;
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#endif // _DEBUG
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m_nVIGNETTE_ENABLE = 0;
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#ifdef _DEBUG
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m_bLOCAL_CONTRAST_ENABLE = false;
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#endif // _DEBUG
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m_nLOCAL_CONTRAST_ENABLE = 0;
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#ifdef _DEBUG
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m_bBLURRED_VIGNETTE_ENABLE = false;
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#endif // _DEBUG
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m_nBLURRED_VIGNETTE_ENABLE = 0;
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#ifdef _DEBUG
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m_bVOMIT_ENABLE = false;
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#endif // _DEBUG
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m_nVOMIT_ENABLE = 0;
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}
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int GetIndex()
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{
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// Asserts to make sure that we aren't using any skipped combinations.
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// Asserts to make sure that we are setting all of the combination vars.
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#ifdef _DEBUG
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bool bAllDynamicVarsDefined = m_bAA_ENABLE && m_bCOL_CORRECT_NUM_LOOKUPS && m_bCONVERT_FROM_LINEAR && m_bCONVERT_TO_LINEAR && m_bFADE_TO_BLACK && m_bFADE_TYPE && m_bNOISE_ENABLE && m_bVIGNETTE_ENABLE && m_bLOCAL_CONTRAST_ENABLE && m_bBLURRED_VIGNETTE_ENABLE && m_bVOMIT_ENABLE;
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Assert( bAllDynamicVarsDefined );
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#endif // _DEBUG
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return ( 1 * m_nAA_ENABLE ) + ( 2 * m_nCOL_CORRECT_NUM_LOOKUPS ) + ( 8 * m_nCONVERT_FROM_LINEAR ) + ( 8 * m_nCONVERT_TO_LINEAR ) + ( 8 * m_nFADE_TO_BLACK ) + ( 16 * m_nFADE_TYPE ) + ( 48 * m_nNOISE_ENABLE ) + ( 48 * m_nVIGNETTE_ENABLE ) + ( 96 * m_nLOCAL_CONTRAST_ENABLE ) + ( 192 * m_nBLURRED_VIGNETTE_ENABLE ) + ( 384 * m_nVOMIT_ENABLE ) + 0;
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}
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};
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#define shaderDynamicTest_engine_post_ps20b psh_forgot_to_set_dynamic_AA_ENABLE + psh_forgot_to_set_dynamic_COL_CORRECT_NUM_LOOKUPS + psh_forgot_to_set_dynamic_CONVERT_FROM_LINEAR + psh_forgot_to_set_dynamic_CONVERT_TO_LINEAR + psh_forgot_to_set_dynamic_FADE_TO_BLACK + psh_forgot_to_set_dynamic_FADE_TYPE + psh_forgot_to_set_dynamic_NOISE_ENABLE + psh_forgot_to_set_dynamic_VIGNETTE_ENABLE + psh_forgot_to_set_dynamic_LOCAL_CONTRAST_ENABLE + psh_forgot_to_set_dynamic_BLURRED_VIGNETTE_ENABLE + psh_forgot_to_set_dynamic_VOMIT_ENABLE + 0
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static const ShaderComboInformation_t s_DynamicComboArray_Engine_Post_ps20b[11] =
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{
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{ "AA_ENABLE", 0, 1 },
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{ "COL_CORRECT_NUM_LOOKUPS", 0, 3 },
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{ "CONVERT_FROM_LINEAR", 0, 0 },
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{ "CONVERT_TO_LINEAR", 0, 0 },
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{ "FADE_TO_BLACK", 0, 1 },
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{ "FADE_TYPE", 0, 2 },
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{ "NOISE_ENABLE", 0, 0 },
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{ "VIGNETTE_ENABLE", 0, 1 },
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{ "LOCAL_CONTRAST_ENABLE", 0, 1 },
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{ "BLURRED_VIGNETTE_ENABLE", 0, 1 },
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{ "VOMIT_ENABLE", 0, 0 },
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};
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static const ShaderComboInformation_t s_StaticComboArray_Engine_Post_ps20b[4] =
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{
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{ "TOOL_MODE", 0, 1 },
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{ "DEPTH_BLUR_ENABLE", 0, 1 },
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{ "LINEAR_INPUT", 0, 0 },
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{ "LINEAR_OUTPUT", 0, 0 },
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};
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static const ShaderComboSemantics_t Engine_Post_ps20b_combos =
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{
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"Engine_Post_ps20b", s_DynamicComboArray_Engine_Post_ps20b, 11, s_StaticComboArray_Engine_Post_ps20b, 4
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};
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class ConstructMe_Engine_Post_ps20b
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{
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public:
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ConstructMe_Engine_Post_ps20b()
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{
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GetShaderDLL()->AddShaderComboInformation( &Engine_Post_ps20b_combos );
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}
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};
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static ConstructMe_Engine_Post_ps20b s_ConstructMe_Engine_Post_ps20b;
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