dxx-rebirth/main
2010-03-17 09:44:19 +00:00
..
editor Add EVENT_WINDOW_DEACTIVATED; move many game_flush_inputs, start_time and stop_time calls to game_handler as well as digi_pause_digi_sounds and digi_resume_digi_sounds 2010-02-02 03:38:29 +00:00
ai.c Read big endian savegames on little endian computers and vice versa 2009-10-05 02:51:37 +00:00
ai.h Read big endian savegames on little endian computers and vice versa 2009-10-05 02:51:37 +00:00
ai2.c Remove redundant conf.h directives 2009-04-30 13:01:31 +00:00
aipath.c Remove redundant conf.h directives 2009-04-30 13:01:31 +00:00
aistruct.h Move MAX_SUBMODELS from inferno.h to polyobj.h, fixing #include loop by removing some (mainly object.h) and instead using explicit 'struct' declarations; compile net_ipx.c for Mac SDL Video build 2010-02-07 07:28:49 +00:00
automap.c Call game_flush_inputs for all windows' EVENT_WINDOW_ACTIVATED, so clicking on a pilot doesn't bring up the multiplayer screen for example 2010-02-25 08:00:15 +00:00
automap.h For multiplayer, close menus from game_handler by doing frame processing in response to EVENT_WINDOW_DRAW, replacing multi_menu_poll system with single multi_menu_check call 2010-01-29 03:36:44 +00:00
bm.c Remove redundant conf.h directives 2009-04-30 13:01:31 +00:00
bm.h Using a clean flow for closing game data at the end of main() instead of using atexit; Now only use atexit for SDL stuff, error, mem, console (and editor which we do later); Small Cleanup 2008-11-14 16:56:40 +00:00
bmread.c Remove redundant conf.h directives 2009-04-30 13:01:31 +00:00
bmread.h * Removed executable flag on most files 2007-09-21 19:06:05 +00:00
cntrlcen.c Read big endian savegames on little endian computers and vice versa 2009-10-05 02:51:37 +00:00
cntrlcen.h Read big endian savegames on little endian computers and vice versa 2009-10-05 02:51:37 +00:00
collide.c Introduced hitobj_list for persistent weapon objects to keep track of multiple objects the weapon is in contect with to prevent it from doing FPS-based damage; Made persistent weapon objects not die on debris but just decrease their shields like when an ordinary player/robot is hit - makes more sense 2010-02-08 13:24:42 +00:00
collide.h Added structure for values saved in PLR/PLX files; Added most common command-line options to options menu 2008-04-13 00:28:36 +00:00
config.c Abstracting networking protocols - Step 4: Implemented new UDP layer with Client/Server communication, Packet Loss Prevention and strict Version checking. Netgames list will follow later. 2009-11-24 09:48:53 +00:00
config.h Overhaul for CONTROLS menu; Cleaned kconfig-code a little and slacked out keymap arrays 2010-02-21 01:25:27 +00:00
console.c Write gamelog.txt buffered so it will not stress the medium it's saved on 2010-02-08 14:28:12 +00:00
controls.c Remove redundant conf.h directives 2009-04-30 13:01:31 +00:00
controls.h * Removed executable flag on most files 2007-09-21 19:06:05 +00:00
credits.c Remove redundant conf.h directives 2009-04-30 13:01:31 +00:00
credits.h Giving credits function ability to use custom creditfile (again); Made laser-offset for laser exclusive so Prox mines won't go tru doors; Preventing cycling tru cockpit modes while dead, but allowing to load a state; Implemented D2X' lighting code to D1X (faster, better, sexier - weeee); Try to hop over some errors regarding walls/doors in levels instead of using -1 indexes for arrays; Made the briefing text ptr a bit more failsafe in case the file is corrupt/non-standard; Made scores use the menu screen even in GAME OVER; Fixed bug in neighbour fields of Weapon Keys table; Added the Weapon Keys stuff to TABLE_CREATION; Fixed bug where D2X did not recall applied resolution in the resolutions menu; Simpler check to create DEMO_DIR; Seperated X/Y sensitivity for mouse and joystick; Flush controls when Automap toggles so keypress won't deactivate it again; Made FrameCount in Demos aligned to the Dropframe condition; Added KEy to ttoggle playback text off; Gracefully exit demo code if demo is corrupt; Removed that new percent counter because many old demos seem to have corrupted last frames; Closing endlevel data file if IFF error so the mission still can be freed; Fixed Cruising for keyboard which was not aligned to FPS correctly; Used mouse delta scaling in kconfig.c instead of mouse.c to not screw up when delta is requested in non-ingame situations - it actually belongs to the controls IMHO; Now support up to 8 joysticks; Changed some leftover malloc's to d_malloc and free to d_free 2008-10-16 17:27:02 +00:00
crypt.c Remove redundant conf.h directives 2009-04-30 13:01:31 +00:00
desc_id.h * Removed executable flag on most files 2007-09-21 19:06:05 +00:00
descent.cfg initial import 2006-03-20 17:12:09 +00:00
desw.h * Removed executable flag on most files 2007-09-21 19:06:05 +00:00
digi.h Associate the jukebox with Redbook Audio via new 'extmusic' layer - separating from MIDI and making it handle ALL music (not just game music) 2009-03-03 12:55:27 +00:00
digiobj.c Removed timer_get_approx_seconds() and replaced with timer_get_fixed seconds since it was too inaccurate and created significant offset 2009-11-24 22:43:41 +00:00
dumpmine.c Add EVENT_WINDOW_DEACTIVATED; move many game_flush_inputs, start_time and stop_time calls to game_handler as well as digi_pause_digi_sounds and digi_resume_digi_sounds 2010-02-02 03:38:29 +00:00
effects.c Remove redundant conf.h directives 2009-04-30 13:01:31 +00:00
effects.h Implemented Console-style game logging system to print graphics, to stdout and gamelog.txt; Added structure to keep values for descent.cfg; Added aspect and Texture Filtering to descent.cfg; Removed mono code - printing important stuff over console; Removed some obsolete or very common defines; Code cleanup and small fixes 2008-04-06 20:23:28 +00:00
endlevel.c Cleaning up Joystick code and on the way supporting more axes and buttons; Also fixed bug with channel_mask byte causing trouble using some axes ingame; Added argument to set environment variable which disables sticky keys (for SDL >= 1.2.14) 2010-02-14 18:48:02 +00:00
endlevel.h Using a clean flow for closing game data at the end of main() instead of using atexit; Now only use atexit for SDL stuff, error, mem, console (and editor which we do later); Small Cleanup 2008-11-14 16:56:40 +00:00
escort.c Call game_flush_inputs for all windows' EVENT_WINDOW_ACTIVATED, so clicking on a pilot doesn't bring up the multiplayer screen for example 2010-02-25 08:00:15 +00:00
escort.h Added structure for values saved in PLR/PLX files; Added most common command-line options to options menu 2008-04-13 00:28:36 +00:00
fireball.c Abstracting networking protocols - Step 4: Implemented new UDP layer with Client/Server communication, Packet Loss Prevention and strict Version checking. Netgames list will follow later. 2009-11-24 09:48:53 +00:00
fireball.h Read big endian savegames on little endian computers and vice versa 2009-10-05 02:51:37 +00:00
fuelcen.c Read big endian savegames on little endian computers and vice versa 2009-10-05 02:51:37 +00:00
fuelcen.h Read big endian savegames on little endian computers and vice versa 2009-10-05 02:51:37 +00:00
fvi.c Remove redundant conf.h directives 2009-04-30 13:01:31 +00:00
fvi.h * Removed executable flag on most files 2007-09-21 19:06:05 +00:00
fvi_a.h * Removed executable flag on most files 2007-09-21 19:06:05 +00:00
game.c Call game_flush_inputs for all windows' EVENT_WINDOW_ACTIVATED, so clicking on a pilot doesn't bring up the multiplayer screen for example 2010-02-25 08:00:15 +00:00
game.h Move MAX_SUBMODELS from inferno.h to polyobj.h, fixing #include loop by removing some (mainly object.h) and instead using explicit 'struct' declarations; compile net_ipx.c for Mac SDL Video build 2010-02-07 07:28:49 +00:00
gamecntl.c Call game_flush_inputs for all windows' EVENT_WINDOW_ACTIVATED, so clicking on a pilot doesn't bring up the multiplayer screen for example 2010-02-25 08:00:15 +00:00
gamefont.c Reduced size of vectorial reticle to match the size of the original one; Only scale fonts by float if Texture filtering is on - otherwise scale by int 2009-01-15 23:58:36 +00:00
gamefont.h Reverting integer casts for font spacings - was for testing only - not intended to go into the last revision 2008-11-09 14:46:31 +00:00
gamemine.c Remove redundant conf.h directives 2009-04-30 13:01:31 +00:00
gamemine.h * Removed executable flag on most files 2007-09-21 19:06:05 +00:00
gamepal.c Remove redundant conf.h directives 2009-04-30 13:01:31 +00:00
gamepal.h Simplification of palette code; Properly screen clearing in SDL-only build when palette changes; Removed obsolete functions like gr_update (replaced by gr_flip), gr_palette_fade_in/out, gr_palette_clear; Added functionality to render Automap while menu display as well; Improved blocking of some controls code while Automap active; Fixed some compiler warnings 2008-03-20 23:23:46 +00:00
gamerend.c Made PlayerCfg.CockpitMode an array to hold two values: 0 to store the actual cockpit, 1 to also store Letterbox, Rear, etc. Greatly helps to switch and restore views - especially in Demo playback which now properly selects modes 2010-01-28 00:04:29 +00:00
gamesave.c Add EVENT_WINDOW_DEACTIVATED; move many game_flush_inputs, start_time and stop_time calls to game_handler as well as digi_pause_digi_sounds and digi_resume_digi_sounds 2010-02-02 03:38:29 +00:00
gamesave.h * Removed executable flag on most files 2007-09-21 19:06:05 +00:00
gameseg.c Remove redundant conf.h directives 2009-04-30 13:01:31 +00:00
gameseg.h * Removed executable flag on most files 2007-09-21 19:06:05 +00:00
gameseq.c Put fast save back, using Alt-F1 instead of F6 2010-02-25 03:08:10 +00:00
gameseq.h Split select_filename into [existing] RegisterPlayer and select_demo for better clarity 2010-02-07 12:10:52 +00:00
gamestat.h * Removed executable flag on most files 2007-09-21 19:06:05 +00:00
gauges.c The little light bulb showing homing warning in Cockpit was broken and I replaced it; Rewritten code to show weapon text in Cockpit and Statusbar slightly; Instead of using hardcoded weapon strings, use from descent.txb and fixed too long spreadfire string properly 2010-02-19 00:24:32 +00:00
gauges.h Get Mac command keys working, MACINTOSH code cleanup, update Xcode project 2008-12-07 12:26:43 +00:00
hostage.c Remove redundant conf.h directives 2009-04-30 13:01:31 +00:00
hostage.h * Removed executable flag on most files 2007-09-21 19:06:05 +00:00
hud.c Made PlayerCfg.CockpitMode an array to hold two values: 0 to store the actual cockpit, 1 to also store Letterbox, Rear, etc. Greatly helps to switch and restore views - especially in Demo playback which now properly selects modes 2010-01-28 00:04:29 +00:00
hudmsg.h Fixing collision bugs; Cleaning hudmsg.h; Solving death sequence timer without GameTime and removed another global 2008-04-13 13:14:19 +00:00
inferno.c Cleaning up Joystick code and on the way supporting more axes and buttons; Also fixed bug with channel_mask byte causing trouble using some axes ingame; Added argument to set environment variable which disables sticky keys (for SDL >= 1.2.14) 2010-02-14 18:48:02 +00:00
inferno.h Move MAX_SUBMODELS from inferno.h to polyobj.h, fixing #include loop by removing some (mainly object.h) and instead using explicit 'struct' declarations; compile net_ipx.c for Mac SDL Video build 2010-02-07 07:28:49 +00:00
inferno.ini Implemented Console-style game logging system to print graphics, to stdout and gamelog.txt; Added structure to keep values for descent.cfg; Added aspect and Texture Filtering to descent.cfg; Removed mono code - printing important stuff over console; Removed some obsolete or very common defines; Code cleanup and small fixes 2008-04-06 20:23:28 +00:00
kconfig.c Resetting menu->mouse_state after changing a key in kconfig so you will not accidentially activate a new field when left mouse button is assigned 2010-02-25 15:20:01 +00:00
kconfig.h Overhaul for CONTROLS menu; Cleaned kconfig-code a little and slacked out keymap arrays 2010-02-21 01:25:27 +00:00
kmatrix.c Remove all uses of LeaveGame jmpbuf to allow more changing of main loop 2010-01-27 04:30:31 +00:00
kmatrix.h Abstracting networking protocols - Step 4: Implemented new UDP layer with Client/Server communication, Packet Loss Prevention and strict Version checking. Netgames list will follow later. 2009-11-24 09:48:53 +00:00
laser.c Remove redundant conf.h directives 2009-04-30 13:01:31 +00:00
laser.h Move MAX_SUBMODELS from inferno.h to polyobj.h, fixing #include loop by removing some (mainly object.h) and instead using explicit 'struct' declarations; compile net_ipx.c for Mac SDL Video build 2010-02-07 07:28:49 +00:00
lighting.c Remove redundant conf.h directives 2009-04-30 13:01:31 +00:00
lighting.h * Removed executable flag on most files 2007-09-21 19:06:05 +00:00
link.bat initial import 2006-03-20 17:12:09 +00:00
menu.c Actually change to MIDI if Jukebox was selected 2010-02-27 12:50:30 +00:00
menu.h Split select_filename into [existing] RegisterPlayer and select_demo for better clarity 2010-02-07 12:10:52 +00:00
mglobal.c Remove redundant conf.h directives 2009-04-30 13:01:31 +00:00
mission.c Init variables/strings at the beginning of load_mission() to prevent errors if demo content is used 2010-03-04 17:19:47 +00:00
mission.h Using a clean flow for closing game data at the end of main() instead of using atexit; Now only use atexit for SDL stuff, error, mem, console (and editor which we do later); Small Cleanup 2008-11-14 16:56:40 +00:00
morph.c Remove redundant conf.h directives 2009-04-30 13:01:31 +00:00
morph.h Set sound distance to 0 for HUD sound taunts; Making Jukebox not crash if -nosound is enabled (should stop Jukebox since no digi system enabled); Lowered mouse axis speed a bit again; Increasing MAX_VECS to 5000 2008-05-25 08:19:31 +00:00
movie.c Make fullscreen movies into windows, maintain performance of robot briefing movies with necessary move of gr_flip 2010-03-17 09:44:19 +00:00
movie.h * Removed executable flag on most files 2007-09-21 19:06:05 +00:00
multi.c Add to help how to send a message to a specific player in Multiplayer; Removed NoBombs command as this is covered by the weapons selection in Multiplayer game creation 2010-02-23 15:22:28 +00:00
multi.h Make Version-check for UDP also cover Micro-versions; Making sure versioning will act same way as conf.h for MacOS 2010-02-23 15:05:50 +00:00
multibot.c Removed timer_get_approx_seconds() and replaced with timer_get_fixed seconds since it was too inaccurate and created significant offset 2009-11-24 22:43:41 +00:00
multibot.h * Removed executable flag on most files 2007-09-21 19:06:05 +00:00
net_ipx.c Call game_flush_inputs for all windows' EVENT_WINDOW_ACTIVATED, so clicking on a pilot doesn't bring up the multiplayer screen for example 2010-02-25 08:00:15 +00:00
net_ipx.h Change newmenu and listbox callback systems, adding use of d_event, for greater flexibility 2010-01-07 14:49:07 +00:00
net_udp.c Call game_flush_inputs for all windows' EVENT_WINDOW_ACTIVATED, so clicking on a pilot doesn't bring up the multiplayer screen for example 2010-02-25 08:00:15 +00:00
net_udp.h Make Version-check for UDP also cover Micro-versions; Making sure versioning will act same way as conf.h for MacOS 2010-02-23 15:05:50 +00:00
newdemo.c Don't make another Game_wind when advancing a level, fixing failed asserts / slow turning 2010-02-08 05:34:43 +00:00
newdemo.h Reintroduced Newdemo_game_mode to prevent demo playback from entering code parts it should not and fixing a bug with Multiplayer demos along the way, introduced in rev. 953 2009-11-30 14:59:37 +00:00
newmenu.c Fix memory error for listbox when clicking in the region where there are no items 2010-03-14 01:54:34 +00:00
newmenu.h Leave kconfig_idle early if exiting kconfig to avoid erroneous memory access; initialise menu's citem properly; add EVENT_NEWMENU_CHANGED; activate USE_IPX in Xcode while I'm still changing net_ipx.c 2010-02-01 06:55:38 +00:00
object.c Introduced hitobj_list for persistent weapon objects to keep track of multiple objects the weapon is in contect with to prevent it from doing FPS-based damage; Made persistent weapon objects not die on debris but just decrease their shields like when an ordinary player/robot is hit - makes more sense 2010-02-08 13:24:42 +00:00
object.h Introduced hitobj_list for persistent weapon objects to keep track of multiple objects the weapon is in contect with to prevent it from doing FPS-based damage; Made persistent weapon objects not die on debris but just decrease their shields like when an ordinary player/robot is hit - makes more sense 2010-02-08 13:24:42 +00:00
paging.c Remove redundant conf.h directives 2009-04-30 13:01:31 +00:00
paging.h * Removed executable flag on most files 2007-09-21 19:06:05 +00:00
physics.c In do_physics_sim() only set velocity from movement for certain objects which actually do collisions like Player or Robots - otherwise we might be able to shoot down projectiles or produce other unfortunate glitches 2010-02-05 18:49:24 +00:00
physics.h * Removed executable flag on most files 2007-09-21 19:06:05 +00:00
piggy.c Only list resolutions that can actually be used, using new gr_check_mode 2009-11-17 14:27:39 +00:00
piggy.h Implemented Console-style game logging system to print graphics, to stdout and gamelog.txt; Added structure to keep values for descent.cfg; Added aspect and Texture Filtering to descent.cfg; Removed mono code - printing important stuff over console; Removed some obsolete or very common defines; Code cleanup and small fixes 2008-04-06 20:23:28 +00:00
player.c Read big endian savegames on little endian computers and vice versa 2009-10-05 02:51:37 +00:00
player.h Read big endian savegames on little endian computers and vice versa 2009-10-05 02:51:37 +00:00
playsave.c Overhaul for CONTROLS menu; Cleaned kconfig-code a little and slacked out keymap arrays 2010-02-21 01:25:27 +00:00
playsave.h Overhaul for CONTROLS menu; Cleaned kconfig-code a little and slacked out keymap arrays 2010-02-21 01:25:27 +00:00
polyobj.c Remove redundant conf.h directives 2009-04-30 13:01:31 +00:00
polyobj.h Move MAX_SUBMODELS from inferno.h to polyobj.h, fixing #include loop by removing some (mainly object.h) and instead using explicit 'struct' declarations; compile net_ipx.c for Mac SDL Video build 2010-02-07 07:28:49 +00:00
powerup.c Remove redundant conf.h directives 2009-04-30 13:01:31 +00:00
powerup.h Added structure for values saved in PLR/PLX files; Added most common command-line options to options menu 2008-04-13 00:28:36 +00:00
render.c Made PlayerCfg.CockpitMode an array to hold two values: 0 to store the actual cockpit, 1 to also store Letterbox, Rear, etc. Greatly helps to switch and restore views - especially in Demo playback which now properly selects modes 2010-01-28 00:04:29 +00:00
render.h Using a clean flow for closing game data at the end of main() instead of using atexit; Now only use atexit for SDL stuff, error, mem, console (and editor which we do later); Small Cleanup 2008-11-14 16:56:40 +00:00
robot.c Remove redundant conf.h directives 2009-04-30 13:01:31 +00:00
robot.h Move MAX_SUBMODELS from inferno.h to polyobj.h, fixing #include loop by removing some (mainly object.h) and instead using explicit 'struct' declarations; compile net_ipx.c for Mac SDL Video build 2010-02-07 07:28:49 +00:00
scores.c Call game_flush_inputs for all windows' EVENT_WINDOW_ACTIVATED, so clicking on a pilot doesn't bring up the multiplayer screen for example 2010-02-25 08:00:15 +00:00
scores.h Move all globals in scores.c into struct members/local variables 2010-02-08 04:10:21 +00:00
screens.h Make game.c more similar between D1X and D2X, making related changes to other files (\!) 2009-07-01 11:35:33 +00:00
segment.c Remove redundant conf.h directives 2009-04-30 13:01:31 +00:00
segment.h Implemented Console-style game logging system to print graphics, to stdout and gamelog.txt; Added structure to keep values for descent.cfg; Added aspect and Texture Filtering to descent.cfg; Removed mono code - printing important stuff over console; Removed some obsolete or very common defines; Code cleanup and small fixes 2008-04-06 20:23:28 +00:00
segpoint.h * Removed executable flag on most files 2007-09-21 19:06:05 +00:00
slew.c Cleaning up Joystick code and on the way supporting more axes and buttons; Also fixed bug with channel_mask byte causing trouble using some axes ingame; Added argument to set environment variable which disables sticky keys (for SDL >= 1.2.14) 2010-02-14 18:48:02 +00:00
slew.h * Removed executable flag on most files 2007-09-21 19:06:05 +00:00
songs.c Adding a Failsafe to Songs-reading so it will not accidentially read over current Array-boundaries 2010-02-23 16:05:11 +00:00
songs.h Making reading of descent.sng a bit more flexible; Not dynamically allocated, yet, since missions are not as well 2010-02-19 15:30:57 +00:00
sounds.h * Removed executable flag on most files 2007-09-21 19:06:05 +00:00
state.c Put fast save back, using Alt-F1 instead of F6 2010-02-25 03:08:10 +00:00
state.h Put fast save back, using Alt-F1 instead of F6 2010-02-25 03:08:10 +00:00
switch.c Read big endian savegames on little endian computers and vice versa 2009-10-05 02:51:37 +00:00
switch.h Read big endian savegames on little endian computers and vice versa 2009-10-05 02:51:37 +00:00
terrain.c Making files in 2d directory more similar and removed unused and broken code; Fixing a bunch of memory errors; Removed stack protecting flag for gcc in debug mode 2009-11-30 22:42:55 +00:00
terrain.h Using a clean flow for closing game data at the end of main() instead of using atexit; Now only use atexit for SDL stuff, error, mem, console (and editor which we do later); Small Cleanup 2008-11-14 16:56:40 +00:00
texmerge.c Remove redundant conf.h directives 2009-04-30 13:01:31 +00:00
texmerge.h Implemented Console-style game logging system to print graphics, to stdout and gamelog.txt; Added structure to keep values for descent.cfg; Added aspect and Texture Filtering to descent.cfg; Removed mono code - printing important stuff over console; Removed some obsolete or very common defines; Code cleanup and small fixes 2008-04-06 20:23:28 +00:00
text.c Add endian converter for demos, read shareware demos, various bugfixes to demo system 2009-11-15 08:22:08 +00:00
text.h Overhaul for CONTROLS menu; Cleaned kconfig-code a little and slacked out keymap arrays 2010-02-21 01:25:27 +00:00
textures.h Implemented Console-style game logging system to print graphics, to stdout and gamelog.txt; Added structure to keep values for descent.cfg; Added aspect and Texture Filtering to descent.cfg; Removed mono code - printing important stuff over console; Removed some obsolete or very common defines; Code cleanup and small fixes 2008-04-06 20:23:28 +00:00
titles.c Make fullscreen movies into windows, maintain performance of robot briefing movies with necessary move of gr_flip 2010-03-17 09:44:19 +00:00
titles.h Put parameters in functions from do_briefing_screens to show_briefing in 'briefing' struct, to make briefing a window in future 2010-03-09 04:59:14 +00:00
vclip.c Remove redundant conf.h directives 2009-04-30 13:01:31 +00:00
vclip.h Implemented Console-style game logging system to print graphics, to stdout and gamelog.txt; Added structure to keep values for descent.cfg; Added aspect and Texture Filtering to descent.cfg; Removed mono code - printing important stuff over console; Removed some obsolete or very common defines; Code cleanup and small fixes 2008-04-06 20:23:28 +00:00
vers_id.h Make Version-check for UDP also cover Micro-versions; Making sure versioning will act same way as conf.h for MacOS 2010-02-23 15:05:50 +00:00
wall.c Read big endian savegames on little endian computers and vice versa 2009-10-05 02:51:37 +00:00
wall.h Read big endian savegames on little endian computers and vice versa 2009-10-05 02:51:37 +00:00
weapon.c Change newmenu and listbox callback systems, adding use of d_event, for greater flexibility 2010-01-07 14:49:07 +00:00
weapon.h Move MAX_SUBMODELS from inferno.h to polyobj.h, fixing #include loop by removing some (mainly object.h) and instead using explicit 'struct' declarations; compile net_ipx.c for Mac SDL Video build 2010-02-07 07:28:49 +00:00