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XAdmin.AdminIni


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// ====================================================================
//  Class:  XAdmin.AdminIni
//  Parent: Engine.Admin
//
//  TODO: Implement <cmd> help for inline help text ?
// ====================================================================

class AdminIni extends AdminBase;

var AccessControlIni    xManager;
var xAdminUser          AdminUser;
var GameConfigSet       ConfigSet;

var protected string    NextMutators;
var protected string    NextGameType;

// Localization
var localized string Msg_FinishGameEditFirst;
var localized string Msg_FinishGameRestart;
var localized string Msg_MutNeedGameEdit;
var localized string Msg_NoMutatorInUse;
var localized string Msg_NoUnusedMuts;
var localized string Msg_AddedMutator;
var localized string Msg_ErrAddingMutator;
var localized string Msg_RemovedMutator;
var localized string Msg_ErrRemovingMutator;
var localized string Msg_MapListNeedGameEdit;
var localized string Msg_MustEndGameEdit;
var localized string Msg_EditingClass;
var localized string Msg_EditFailed;
var localized string Msg_AlreadyEdited;
var localized string Msg_NotEditing;
var localized string Msg_EditingCompleted;
var localized string Msg_EditingCancelled;
var localized string Msg_NoBotGameFull;
var localized string Msg_NoAddNamedBot;
var localized string Msg_NoBotsPlaying;
var localized string Msg_GameNoSupportBots;
var localized string Msg_StatsNoBots;
var localized string Msg_SetBotNeedVal;

event Created()
{
    Super.Created();
    xManager = AccessControlIni(Manager);
}

// Execute an administrative console command on the server.
function DoLogin( string Username, string Password )
{
    if (AdminUser == None && xManager.AdminLogin(Outer, Username, Password))
    {
        bAdmin = true;
        AdminUser = xManager.GetLoggedAdmin(Outer);
        xManager.AdminEntered(Outer, Username);
    }
}

function DoLogout()
{
    if (xManager.AdminLogout(Outer))
    {
        xManager.ReleaseConfigSet(ConfigSet, Self);
        xManager.AdminExited(Outer);
        bAdmin=false;
    }
}

function RestartCurrentMap()
{
    if (CanPerform("Mr") || CanPerform("Mc"))     // Mr = MapRestart, Mc = Map Change
    {
        if (ConfigSet == None)
            DoSwitch("?restart");
        else
            ClientMessage(Msg_FinishGameEditFirst);
    }
}

function DoSwitch( string URL)
{
    if (CanPerform("Mc"))
    {
        if (ConfigSet == None)
        {
            // Rebuild the URL based on edited game settings
            if (NextGameType != "" && Level.Game.ParseOption(URL, "Game") == "")
                URL=URL$"?Game="$NextGameType;

            if (NextMutators != "" && Level.Game.ParseOption(URL, "Mutator") == "")
                URL=URL$"?Mutator="$NextMutators;

            Level.ServerTravel( URL, false );
        }
        else
            ClientMessage(Msg_FinishGameRestart);
    }
}

function GotoNextMap()
{
local string NextMap;
local MapList MyList;
local GameInfo G;

    if (CanPerform("Mc"))
    {
        if (ConfigSet == None)
        {

            G = Level.Game;
            if ( G.bChangeLevels && !G.bAlreadyChanged && (G.MapListType != "") )
            {
                // open a the nextmap actor for this game type and get the next map
                G.bAlreadyChanged = true;
                MyList = G.GetMapList(G.MapListType);
                if (MyList != None)
                {
                    NextMap = MyList.GetNextMap();
                    MyList.Destroy();
                }
                if ( NextMap == "" )
                    NextMap = GetMapName(G.MapPrefix, NextMap,1);

                if ( NextMap != "" )
                {
                    DoSwitch(NextMap);
                    ClientMessage(Repl(Msg_ChangingMapTo, "%NextMap%", NextMap));
                    return;
                }
            }
            ClientMessage(Msg_NextMapNotFound);
            Level.ServerTravel( "?Restart", false );
        }
        else
            ClientMessage(Msg_FinishGameEditFirst);
    }
}

exec function User( string Cmd, string Extra)
{
    if (Cmd ~= "List")  // Admin User List *mask*
    {
        SendUserList(Extra);
    }
    else if (Cmd ~= "Del")  // Admin User Del *mask*
    {
        // TODO: Later .. need to make sure its acceptable to do so
    }
    else if (Cmd ~= "Logged") // List of currently logged admins
    {
        SendLoggedList();
    }
}

// TODO: Mutators Logic should be separate from GameConfigSet since
//       they are not associated to a game type.
exec function Mutators( string Cmd, string Extra)
{
local array<string> Values;
local int i;

    if (CanPerform("Mu"))
    {
        // TODO: Separate Mutator stuff from ConfigSet ?
        if  (ConfigSet == None)
        {
            ClientMessage(Msg_MutNeedGameEdit);
            return;
        }

        if (Cmd ~= "Used")
        {
            // List Used Mutators
            Values = ConfigSet.GetUsedMutators();
            for (i = 0; i<Values.Length; i++)
                ClientMessage(i$")"@Values[i]);
            if (i == 0)
                ClientMessage(Msg_NoMutatorInUse);
        }
        else if (Cmd ~= "Unused")
        {
            Values = ConfigSet.GetUnusedMutators();
            for (i = 0; i<Values.Length; i++)
                ClientMessage(i$")"@Values[i]);
            if (i == 0)
                ClientMessage(Msg_NoUnusedMuts);
        }
        else if (Cmd ~= "Add")
        {
            Split(Extra, " ", Values);
            for (i = 0; i<Values.Length; i++)
            {
                if (ConfigSet.AddMutator(Values[i]))
                    ClientMessage(Repl(Msg_AddedMutator, "%Mutator%", Values[i]));
                else
                    ClientMessage(Repl(Msg_ErrAddingMutator, "%Mutator%", Values[i]));
            }
        }
        else if (Cmd ~= "Del")
        {
            Split(Extra, " ", Values);
            for (i = 0; i<Values.Length; i++)
            {
                if (ConfigSet.DelMutator(Values[i]))
                    ClientMessage(Repl(Msg_RemovedMutator, "%Mutator%", Values[i]));
                else
                    ClientMessage(Repl(Msg_ErrRemovingMutator, "%Mutator%", Values[i]));
            }
        }
    }
}

function MapListCommand( string Cmd, string Extra )
{
local array<string> Values, Tmp;
local string Str;
local int i, c;

    if (CanPerform("Ml"))
    {
        Cmd = Caps(Cmd);
        if (ConfigSet == None)
        {
            i = MapHandler.GetGameIndex(string(Level.Game.Class));
            if (Extra == "")
                c = MapHandler.GetActiveList(i);
            else c = int(Extra);
            Str = MapHandler.GetMapListTitle(i, c);

            switch (Cmd)
            {
            case "LIST":
                Values = MapHandler.GetMapListNames(i);
                SendComplexMsg(Values, Repl(Msg_AllMapLists, "%gametype%", string(Level.Game.Class)));
                break;

            case "USED":
                Values = MapHandler.GetMapList(i, c);
                SendComplexMsg(Values, Repl(Msg_MapRotationList, "%maplist%", Str));
                break;

            case "SWITCH":
                MapHandler.ApplyMapList(i, c);
                break;

            default:
                ClientMessage(Msg_MapListNeedGameEdit);
                break;
            }
        }
        else
        {
            i = MapHandler.GetGameIndex(ConfigSet.GetEditedClass());

            switch (Cmd)
            {
            case "LIST":
                if (Extra == "")
                {
                    Values = ConfigSet.GetLists();
                    SendComplexMsg(Values, "MapLists for"@ConfigSet.GetEditedClass());
                }
                else
                {
                    Values = ConfigSet.GetMaps();
                    Str = MapHandler.GetMapListTitle(i, int(Extra));
                    SendComplexMsg(Values, Repl(Msg_MapRotationList,"%maplist%",Str));
                }
                break;

            case "USED":
                Str = Repl(Msg_MapRotationList, "%maplist%", MapHandler.GetMapListTitle(i, ConfigSet.CurrentMapList));
                Values = ConfigSet.GetMaps();
                if (Values.Length > 0)
                    SendComplexMsg(Values, Str);
                else ClientMessage(Msg_NoMapInRotation);
                break;

            case "SWITCH":
                ClientMessage(Msg_MustEndGameEdit);
                break;

            case "EDIT":
                if (Extra == "") Extra = string(ConfigSet.GetActiveList());
                ConfigSet.CurrentMapList = int(extra);
                ClientMessage(Repl(Msg_EditingMapList, "%List%", MapHandler.GetMapListTitle(i, ConfigSet.CurrentMapList)));
                break;

            case "ENDEDIT":
                ConfigSet.EndEdit(bool(Extra));
                break;

            case "NEW":
                Str = ConfigSet.GetEditedClass();
                MapHandler.AddList(Str, Extra, Values);
                ClientMessage(Repl(Msg_MapListAdded, "%listname%", Extra)@Str$".");
                break;

            case "REMOVE":
                Str = MapHandler.GetMapListTitle(i, ConfigSet.CurrentMapList);
                MapHandler.RemoveList(i, ConfigSet.CurrentMapList);
                ClientMessage(Repl(Msg_MapListRemoved, "%listname%", Str)@ConfigSet.GetEditedClass()$".");
                break;

            case "ADD":
                Values = ConfigSet.AddMaps(Extra);
                if (Values.Length == 0)
                    ClientMessage(Msg_NoMapsAdded@Str$".");
                else SendComplexMsg(Values, Msg_AddedMapToList @ MapHandler.GetMapListTitle(i, ConfigSet.CurrentMapList));
                break;

            case "DEL":
                Str = MapHandler.GetMapListTitle(i, ConfigSet.CurrentMapList);
                Values = ConfigSet.RemoveMaps(Extra);
                if (Values.Length == 0)
                    ClientMessage(Msg_NoMapsRemoved@Str$".");
                else SendComplexMsg(Values, Msg_RemovedFromList @ MapHandler.GetMapListTitle(i, ConfigSet.CurrentMapList));
                break;

            case "FIND":
                Str = MapHandler.GetMapListTitle(i, ConfigSet.CurrentMapList);
                Values = ConfigSet.FindMaps(Extra);
                for (i = 0; i<Values.Length; i++)
                {
                    if (Left(Values[i], 1) != "+")
                    {
                        Tmp[Tmp.Length] = Values[i];
                        Values.Remove(i--,1);
                    }

                    else Values[i] = Mid(Values[i],1);
                }
                if (Values.Length > 0)
                    SendComplexMsg(Values, Repl(Msg_MapIsInRotation,"%maplist%",Str));
                else ClientMessage(Repl(Msg_NoMapsFound, "%maplist%", Str));

                if (Tmp.Length > 0)
                    SendComplexMsg(Tmp, Repl(Msg_MapIsNotInRotation,"%maplist%",Str));
                break;
            }

        }
    }
}

exec function Game( string Cmd, string Extra )
{
local array<string> Params;
local string LastParam, LastValue;
local int p;

    if (Cmd ~= "ChangeTo")  // Admin Game ChangeTo <gameclass>
    {
        if (CanPerform("Mt"))
        {
            if (ConfigSet != None)
            {
                ClientMessage(Msg_MustEndGameEdit);
                return;
            }
            NextGameType = FindGameType(Extra);
        }
        return;
    }

    if (!CanPerform("Ms"))
        return;

    if (Cmd ~= "Edit")  // Admin Game Edit [CTF]
    {
        if (xManager.LockConfigSet(ConfigSet, Self))
        {
            if (ConfigSet.StartEdit(Extra))
                ClientMessage(Repl(Msg_EditingClass, "%Class%", ConfigSet.GetEditedClass()));
            else
            {
                ClientMessage(Msg_EditFailed);
                xManager.ReleaseConfigSet(ConfigSet, Self);
            }
        }
        else
            ClientMessage(Msg_AlreadyEdited);
        return;
    }

    if  (ConfigSet == None)
    {
        ClientMessage(Msg_NotEditing);
        return;
    }

    if (Cmd ~= "EndEdit")
    {
        ConfigSet.EndEdit(true);
        NextMutators = ConfigSet.NextMutators;
        xManager.ReleaseConfigSet(ConfigSet, Self);
        ClientMessage(Msg_EditingCompleted);
    }
    else if (Cmd ~= "CancelEdit")
    {
        ConfigSet.EndEdit(false);
        xManager.ReleaseConfigSet(ConfigSet, Self);
        ClientMessage(Msg_EditingCancelled);
    }
    else if (Cmd ~= "Get")
    {
        if (Instr(Extra, "*") == -1 && Instr(Extra, " ") == -1)
        {
            LastValue = ConfigSet.GetNamedParam(Extra);
            if (LastValue == "")
                ClientMessage(Repl(Msg_UnknownParam,"%Value%", Extra));
            else
                ClientMessage(Extra@"="@LastValue);
        }
        else
        {
            Params = ConfigSet.GetMaskedParams(Extra);
            if (Params.Length == 0)
                ClientMessage(Msg_NoParamsFound);
            else
                for (p = 0; p<Params.Length; p+=2)
                    ClientMessage(Params[p]@"="@Params[p+1]);
        }
    }
    else if (Cmd ~= "Set")
    {
        p = Instr(Extra, " ");
        if (p >= 0)
        {
            LastParam = Left(Extra, p);
            LastValue = Mid(Extra, p+1);
            if (ConfigSet.SetNamedParam(LastParam, LastValue))
            {
                ClientMessage(Msg_ParamModified);
                return;
            }
        }
        ClientMessage(Msg_ParamNotModified);
    }
}

protected function bool CanPerform(string priv)
{
  return AdminUser != None && AdminUser.HasPrivilege(priv);
}

protected function SendUserList(string mask)    // Todo: Mask Feature
{
local xAdminUserList    uList;
local int i;

    uList = AdminUser.GetManagedUsers(xManager.Groups);
    for (i=0; i<uList.Count(); i++)
        ClientMessage(string(i)$uList.Get(i).UserName);
}

/// TODO: Check if should send ALL logged admins or only
protected function SendLoggedList()
{
local xAdminUserList    uList;
local int i;

    uList = AdminUser.GetManagedUsers(xManager.Groups);
    for (i=0; i<uList.Count(); i++)
        if (xManager.IsLogged(uList.Get(i)))
            ClientMessage(string(i)$uList.Get(i).UserName);
}

// All Bots functions are not Persistent unless Level.Game.SaveConfig()
exec function Bots( string Cmd, string Extra)
{
local int MinV, i, j;
local array<string> Params;
local array<XUtil.PlayerRecord> BotList, BotsToAdd;
local DeathMatch    Game;
local Controller    C, NextC;
local xBot          Bot;

    if (CanPerform("Mb"))
    {
        Game = DeathMatch(Level.Game);
        if (Game == None)
        {
            ClientMessage(Msg_GameNoSupportBots);
            return;
        }

        if (Game.GameStats != None)
        {
            ClientMessage(Msg_StatsNoBots);
            return;
        }

        Params = SplitParams(Extra);
        if (Cmd ~= "Add")
        {
            MinV = Game.MinPlayers;
            if (MinV == 32)
            {
                ClientMessage(Msg_NoBotGameFull);
                return;
            }

            if (Params.Length == 0)
            {
                Game.ForceAddBot();
            }
            else if (Params.Length == 1 && IsNumeric(Params[0]))
            {
                MinV = Min(32, MinV + int(Params[0]));
                while (Game.MinPlayers < MinV)
                    Game.ForceAddBot();
            }
            else    // Else add named bots
            {
                if (!Game.IsInState('MatchInProgress'))
                {
                    ClientMessage(Msg_NoAddNamedBot);
                    return;
                }
                MakeBotsList(BotList);
                // First Build a list of Bots to add
                for (i = 0; i<BotList.Length; i++)
                {
                    for (j = 0; j<Params.Length; j++)
                    {
                        if (MaskedCompare(BotList[i].DefaultName, Params[j]))
                        {
                            BotsToAdd[BotsToAdd.Length] = BotList[i];
                            BotList.Remove(i, 1);
                            i--;
                        }
                    }
                }
                MinV = Min(32, MinV + BotsToAdd.Length);
                while (Game.MinPlayers<MinV)
                {
                    if (!Game.AddBot(BotsToAdd[0].DefaultName))
                        break;
                    BotsToAdd.Remove(0, 1);
                }
            }
        }
        else if (Cmd ~= "Kill")
        {
            if (Game.MinPlayers == 0 || Game.NumBots == 0)
            {
                ClientMessage(Msg_NoBotsPlaying);
                return;
            }

            if (Params.Length == 0) // Kill 1 random bot
            {
                Game.KillBots(1);
            }
            else if (Params.Length == 1 && IsNumeric(Params[0])) // Kill a Number of Bots
            {
                Game.KillBots(int(Params[0]));
            }
            else    // Kill Named Bots
            {
                // TODO: Rework Loop ?
                for (C = Level.ControllerList; C != None; C = NextC)
                {
                    Bot = xBot(C);
                    NextC = C.NextController;
                    if (Bot != None && Bot.PlayerReplicationInfo != None)
                    {
                        for (i = 0; i<Params.Length; i++)
                        {
                            if (MaskedCompare(Bot.PlayerReplicationInfo.PlayerName, Params[i]))
                            {
                                Game.KillBot(C);
                                break;
                            }
                        }
                    }
                }
            }
        }
        else if (Cmd ~= "Set")  // Minimum number of Players
        {
            if (Params.Length == 1 && IsNumeric(Params[0]) && int(Params[0]) < 33)
            {
                Game.MinPlayers=int(Params[0]);
            }
            else
                ClientMessage(Msg_SetBotNeedVal);
        }
    }
}

function MakeBotsList(out array<XUtil.PlayerRecord> BotList)
{
local xBot Bot;
local int i;
local Controller C;

    // Get Full Bot List
    class'XUtil'.static.GetPlayerList(BotList);
    // Filter out Playing Bots
    for (C = Level.ControllerList; C != None; C = C.NextController)
    {
        Bot = xBot(C);
        if (Bot != None && Bot.PlayerReplicationInfo != None)
        {
            for (i = 0; i<BotList.Length; i++)
            {
                if (Bot.PlayerReplicationInfo.CharacterName == BotList[i].DefaultName)
                {
                    BotList.Remove(i,1);
                    break;
                }
            }
        }
    }
}

defaultproperties
{
     Msg_FinishGameEditFirst="You must finish your Game Edit before restarting the map"
     Msg_FinishGameRestart="You must finish your Game Edit before changing or restarting the map"
     Msg_MutNeedGameEdit="You must use 'Game Edit' command before 'Mutators' commands"
     Msg_NoMutatorInUse="No Mutators in use"
     Msg_NoUnusedMuts="Found no unused mutators"
     Msg_AddedMutator="Added '%Mutator%' to used mutator list."
     Msg_ErrAddingMutator="Error Adding '%Mutator%'To Used Mutator List"
     Msg_RemovedMutator="Removed '%Mutator%' From Used Mutator List"
     Msg_ErrRemovingMutator="Error Removing '%Mutator%' from used mutator List"
     Msg_MapListNeedGameEdit="You must use 'Game Edit' command before 'MapList' command"
     Msg_MustEndGameEdit="You must end your Game Edit first"
     Msg_EditingClass="Editing %Class%"
     Msg_EditFailed="Failed Starting To Edit"
     Msg_AlreadyEdited="Game Already being edited by Someone Else"
     Msg_NotEditing="You are not editing Game Settings, use 'Game Edit' first"
     Msg_EditingCompleted="Editing Completed"
     Msg_EditingCancelled="Editing Cancelled"
     Msg_NoBotGameFull="Cannot add a bot, game is full."
     Msg_NoAddNamedBot="Can only add named bots once the match has started"
     Msg_NoBotsPlaying="No bots are currently playing"
     Msg_GameNoSupportBots="The current Game Type does not support Bots"
     Msg_StatsNoBots="Cannot control bots when Worlds Stats are enabled"
     Msg_SetBotNeedVal="This command requires a numeric value between 0 and 32"
}

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Class file time: Fr 30.3.2007 08:43:50.000 - Creation time: Mo 16.4.2007 11:20:44.078 - Created with UnCodeX