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Difference between revisions of "40d:Memory hacking/v0.27.169.33c"
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(New page: <pre> map_data_loc == 0145F560 map_x_count_loc == 0145F578 map_y_count_loc == 0145F57C map_z_count_loc == 0145F580 dw...) |
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(35 intermediate revisions by 7 users not shown) | |||
Line 1: | Line 1: | ||
+ | __TOC__ | ||
+ | |||
+ | == Addresses == | ||
+ | Feel free to format nicely: | ||
+ | |||
<pre> | <pre> | ||
+ | pe_header_timestamp == 47480E76 | ||
map_data_loc == 0145F560 | map_data_loc == 0145F560 | ||
map_x_count_loc == 0145F578 | map_x_count_loc == 0145F578 | ||
map_y_count_loc == 0145F57C | map_y_count_loc == 0145F57C | ||
map_z_count_loc == 0145F580 | map_z_count_loc == 0145F580 | ||
+ | race_data_vector_loc == 01460F40 | ||
dwarven_race_index_loc == 0123EAC8 | dwarven_race_index_loc == 0123EAC8 | ||
main_creature_vector_loc == 0141DA30 | main_creature_vector_loc == 0141DA30 | ||
Line 9: | Line 16: | ||
yet_another_creature_vector_loc == 0141DA80 | yet_another_creature_vector_loc == 0141DA80 | ||
whathe_another_creature_vector_loc == 0141DA10 | whathe_another_creature_vector_loc == 0141DA10 | ||
+ | number_of_dwarves_loc == 00789315 | ||
+ | initial_starting_points_loc == 007884CA | ||
+ | art_defacement_malus_loc == 007A301F | ||
current_unit_focus_loc == 00C36540 | current_unit_focus_loc == 00C36540 | ||
next_creature_id_loc == 00C0E9EC | next_creature_id_loc == 00C0E9EC | ||
− | + | language_vector_loc == 01461060 | |
+ | starting_skills_limit_loc == 00785314 | ||
+ | starting_skills_increment_loc == 0078522F | ||
+ | starting_skills_decrement_loc == 007853D1 | ||
</pre> | </pre> | ||
+ | |||
+ | Be advised that creature.happiness_level is now at offset 0x508, implying that a new dword field has been added to the object. | ||
+ | |||
+ | creature.professionlist is now at 0x45c | ||
+ | |||
+ | == Game Structures == | ||
+ | === Creature Structures === | ||
+ | Be warned that this information is out of date while Rick updates it. | ||
+ | Some updates by bartavelle | ||
+ | ==== Creature Structure ==== | ||
+ | Total of <code>0x664</code> bytes for the structure. | ||
+ | {| border="1" cellpadding="2" width="100%" | ||
+ | ! width="10%" | Offset | ||
+ | ! width="5%" | Size | ||
+ | ! width="10%" | Type | ||
+ | ! width="20%" | Name | ||
+ | ! width="55%" | Notes | ||
+ | |||
+ | |- | ||
+ | | <code>0x0000</code> | ||
+ | | 28 | ||
+ | | [[Memory hacking#String|string]] | ||
+ | | First name | ||
+ | | | ||
+ | |||
+ | |- | ||
+ | | <code>0x001C</code> | ||
+ | | 28 | ||
+ | | [[Memory hacking#String|string]] | ||
+ | | Nickname | ||
+ | | | ||
+ | |||
+ | |- | ||
+ | | <code>0x0038</code> | ||
+ | | 28 | ||
+ | | | ||
+ | | Name of the dwarf, list of indexes to the language table, ends with 0xffffffff | ||
+ | | The language tables are in vector 0x1462060, index = 0 is dwarfish, points to a vector of strings | ||
+ | |||
+ | |- | ||
+ | | <code>0x0054</code> | ||
+ | | 14 | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | |||
+ | |- | ||
+ | | <code>0x0064</code> | ||
+ | | 4 | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | |||
+ | |- | ||
+ | | <code>0x0068</code> | ||
+ | | 2 | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | |||
+ | |- | ||
+ | | <code>0x006A</code> | ||
+ | | 1 | ||
+ | | byte | ||
+ | | | ||
+ | | Seems to denote whether or not this creature has a custom nickname/profession name? Something like that. | ||
+ | |||
+ | |- | ||
+ | | <code>0x006C</code> | ||
+ | | 28 | ||
+ | | [[Memory hacking#String|string]] | ||
+ | | Custom profession name | ||
+ | | | ||
+ | |||
+ | |- | ||
+ | | <code>0x0088</code> | ||
+ | | 2 | ||
+ | | short | ||
+ | | Type ID #1 | ||
+ | | rowspan="2" | Dwarf types. 0x88 is the original dwarf type, 0x8a is the current dwarf type (I'm told Toady stores the original dwarf type for legends). The key is in the "Type ID" table, woefully incomplete. | ||
+ | |||
+ | (Sphr: I actually found that in 33b, 0x88 is the current type while 0x8a is the original type. Needs to be double verified by somebody else.) | ||
+ | |- | ||
+ | | <code>0x008A</code> | ||
+ | | 2 | ||
+ | | short | ||
+ | | Type ID #2 | ||
+ | |||
+ | |- | ||
+ | | <code>0x008C</code> | ||
+ | | 4 | ||
+ | | long | ||
+ | | Creature race | ||
+ | | <code>0xA6</code> is the dwarf default (this may be different if the user has a mod installed) | ||
+ | |||
+ | |- | ||
+ | | <code>0x0090</code> | ||
+ | | 2 | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | |||
+ | |- | ||
+ | | <code>0x0092</code> | ||
+ | | 2 | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | |||
+ | |- | ||
+ | | <code>0x0094</code> | ||
+ | | 2 | ||
+ | | short | ||
+ | | X position | ||
+ | | Current X coordinate of creature (0x00AC is some other X coordinate) | ||
+ | |||
+ | |- | ||
+ | | <code>0x0096</code> | ||
+ | | 2 | ||
+ | | short | ||
+ | | Y position | ||
+ | | Current Y coordinate of creature | ||
+ | |||
+ | |- | ||
+ | | <code>0x0098</code> | ||
+ | | 2 | ||
+ | | short | ||
+ | | Z position | ||
+ | | Current Z coordinate of creature | ||
+ | |||
+ | |- | ||
+ | | <code>0x009A</code> | ||
+ | | 2 | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | |||
+ | |- | ||
+ | | <code>0x009C</code> | ||
+ | | 2 | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | |||
+ | |- | ||
+ | | <code>0x009E</code> | ||
+ | | 2 | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | |||
+ | |- | ||
+ | | <code>0x00A0</code> | ||
+ | | 4 | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | |||
+ | |- | ||
+ | | <code>0x00A4</code> | ||
+ | | 2 | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | |||
+ | |- | ||
+ | | <code>0x00A8</code> | ||
+ | | 4 | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | |||
+ | |- | ||
+ | | <code>0x00AC</code> | ||
+ | | 2 | ||
+ | | short | ||
+ | | X coordinate | ||
+ | | | ||
+ | |||
+ | |- | ||
+ | | <code>0x00AE</code> | ||
+ | | 2 | ||
+ | | short | ||
+ | | Y coordinate | ||
+ | | | ||
+ | |||
+ | |- | ||
+ | | <code>0x00B0</code> | ||
+ | | 2 | ||
+ | | short | ||
+ | | Z coordinate | ||
+ | | | ||
+ | |||
+ | |- | ||
+ | | <code>0x00B2</code> | ||
+ | | 2 | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | |||
+ | |- | ||
+ | | <code>0x00B4</code> | ||
+ | | 16 | ||
+ | | [[Memory hacking#Vector|vector]] of shorts | ||
+ | | | ||
+ | | | ||
+ | |||
+ | |- | ||
+ | | <code>0x00C4</code> | ||
+ | | 16 | ||
+ | | [[Memory hacking#Vector|vector]] of shorts | ||
+ | | | ||
+ | | | ||
+ | |||
+ | |- | ||
+ | | <code>0x00D4</code> | ||
+ | | 16 | ||
+ | | [[Memory hacking#Vector|vector]] of shorts | ||
+ | | | ||
+ | | | ||
+ | |||
+ | |- | ||
+ | | <code>0x00E4</code> | ||
+ | | 4 | ||
+ | | ulong | ||
+ | | Flags | ||
+ | | | ||
+ | {| border="1" cellpadding="2" width="100%" | ||
+ | ! width="30%" colspan="2" | Flag | ||
+ | ! width="70%" | Description | ||
+ | |||
+ | |- | ||
+ | | width="15%" | <code>0x2</code> | ||
+ | | width="15%" | 1 << 1 | ||
+ | | Unclear. It is set on dead things. Also, when a merchant caravan arrives, merchants and guards are added to the entity list slightly before they are added to the "u" list - during this period, this bit is set. | ||
+ | |||
+ | |||
+ | |- | ||
+ | | <code>0x4</code> | ||
+ | | | ||
+ | | berserk/melancholy/crazy | ||
+ | |||
+ | |||
+ | |- | ||
+ | | <code>0x8</code> | ||
+ | | | ||
+ | | creator of some artifact | ||
+ | |||
+ | |- | ||
+ | | <code>0x40</code> | ||
+ | | | ||
+ | | diplomat or merchant or something? | ||
+ | |||
+ | |- | ||
+ | | <code>0x800</code> | ||
+ | | | ||
+ | | diplomat or merchant or something? | ||
+ | |||
+ | |- | ||
+ | | <code>0x1000</code> | ||
+ | | | ||
+ | | Zombie | ||
+ | |||
+ | |||
+ | |- | ||
+ | | <code>0x2000</code> | ||
+ | | | ||
+ | | Skeleton (skeleton or zombie counts as undead) | ||
+ | |||
+ | |- | ||
+ | | <code>0x20000 / 0x80000 / 0xc0000</code> | ||
+ | | | ||
+ | | Invader | ||
+ | |||
+ | |||
+ | |- | ||
+ | | <code>0x4000000</code> | ||
+ | | | ||
+ | | Tame | ||
+ | |||
+ | |- | ||
+ | | <code>0x10000000</code> | ||
+ | | | ||
+ | | Royal Guard | ||
+ | |||
+ | |- | ||
+ | | <code>0x10000000</code> | ||
+ | | | ||
+ | | Fortress Guard | ||
+ | |||
+ | |} | ||
+ | |||
+ | |- | ||
+ | | <code>0x00E8</code> | ||
+ | | 4 | ||
+ | | ulong | ||
+ | | Flags | ||
+ | | | ||
+ | {| border="1" cellpadding="2" width="100%" | ||
+ | ! width="30%" colspan="2" | Flag | ||
+ | ! width="70%" | Description | ||
+ | |||
+ | |- | ||
+ | | width="15%" | <code>0x8</code> | ||
+ | | width="15%" | 1 << 3 | ||
+ | | Unknown, something to do with <code>0x0324</code>. | ||
+ | |||
+ | |||
+ | |- | ||
+ | | <code>0x80</code> | ||
+ | | 1 << 7 | ||
+ | | Appears to be whether or not the creature is dead. | ||
+ | |||
+ | |- | ||
+ | | <code>0x8000</code> | ||
+ | | | ||
+ | | On the ground | ||
+ | |- | ||
+ | | <code>0x10000</code> | ||
+ | | | ||
+ | | Flying | ||
+ | |||
+ | |||
+ | |- | ||
+ | | <code>0x20000</code> | ||
+ | | 1 << 17 | ||
+ | | Ready for slaughter. | ||
+ | |||
+ | |- | ||
+ | | <code>0x40000</code> | ||
+ | | | ||
+ | | From the underworld | ||
+ | |||
+ | |} | ||
+ | |||
+ | |- | ||
+ | | <code>0x00EC</code> | ||
+ | | 1 | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | |||
+ | |- | ||
+ | | <code>0x00EE</code> | ||
+ | | 2 | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | |||
+ | |- | ||
+ | | <code>0x00F0</code> | ||
+ | | 2 | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | |||
+ | |- | ||
+ | | <code>0x00F2</code> | ||
+ | | 1 | ||
+ | | byte | ||
+ | | Gender | ||
+ | | | ||
+ | {| border="1" cellpadding="2" width="100%" | ||
+ | ! width="30%" | Value | ||
+ | ! width="70%" | Description | ||
+ | |||
+ | |- | ||
+ | | 0 | ||
+ | | It | ||
+ | |||
+ | |- | ||
+ | | 1 | ||
+ | | Male | ||
+ | |||
+ | |- | ||
+ | | 2 | ||
+ | | Female | ||
+ | |||
+ | |} | ||
+ | |||
+ | |- | ||
+ | | <code>0x00F4</code> | ||
+ | | 4 | ||
+ | | long | ||
+ | | Creature ID | ||
+ | | When a new creature is added to the creature vector at <code>0x01416A38</code>, it is assigned the value of the next creature ID and the next creature ID value is then increased by 1. This value most likely does NOT persist between loading games (eg, saving then loading your game and creatures will have different IDs). | ||
+ | |||
+ | |- | ||
+ | | <code>0x00F8</code> | ||
+ | | 2 | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | |||
+ | |- | ||
+ | | <code>0x00FC</code> | ||
+ | | 4 | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | |||
+ | |- | ||
+ | | <code>0x0100</code> | ||
+ | | 4 | ||
+ | | Long | ||
+ | | Civilization | ||
+ | | | ||
+ | |||
+ | |- | ||
+ | | <code>0x0104</code> | ||
+ | | 16 | ||
+ | | [[Memory hacking#Vector|vector]] of shorts | ||
+ | | | ||
+ | | | ||
+ | |||
+ | |- | ||
+ | | <code>0x0114</code> | ||
+ | | 16 | ||
+ | | [[Memory hacking#Vector|vector]] of shorts | ||
+ | | | ||
+ | | | ||
+ | |||
+ | |- | ||
+ | | <code>0x0124</code> | ||
+ | | 16 | ||
+ | | [[Memory hacking#Vector|vector]] of shorts | ||
+ | | | ||
+ | | | ||
+ | |||
+ | |- | ||
+ | | <code>0x0134</code> | ||
+ | | 4 | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | |||
+ | |- | ||
+ | | <code>0x0138</code> | ||
+ | | 16 | ||
+ | | [[Memory hacking#Vector|vector]] of ...something... | ||
+ | | | ||
+ | | | ||
+ | |||
+ | |- | ||
+ | | <code>0x01C4</code> | ||
+ | | 1 | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | |||
+ | |- | ||
+ | | <code>0x01C5</code> | ||
+ | | 1 | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | |||
+ | |- | ||
+ | | <code>0x01C8</code> | ||
+ | | 4 | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | |||
+ | |- | ||
+ | | <code>0x01CC</code> | ||
+ | | 4 | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | |||
+ | |- | ||
+ | | <code>0x01D0</code> | ||
+ | | 4 | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | |||
+ | |- | ||
+ | | <code>0x01D4</code> | ||
+ | | 2 | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | |||
+ | |- | ||
+ | | <code>0x01D6</code> | ||
+ | | 2 | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | |||
+ | |- | ||
+ | | <code>0x01D8</code> | ||
+ | | 2 | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | |||
+ | |- | ||
+ | | <code>0x01DC</code> | ||
+ | | 4 | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | |||
+ | |- | ||
+ | | <code>0x01E0</code> | ||
+ | | 2 + 2 + 2 + 4 + 4 | ||
+ | | | ||
+ | | | ||
+ | | Unknown structure. | ||
+ | |||
+ | |- | ||
+ | | <code>0x01F0</code> | ||
+ | | 4 | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | |||
+ | |- | ||
+ | | <code>0x01F4</code> | ||
+ | | 4 | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | |||
+ | |- | ||
+ | | <code>0x01F8</code> | ||
+ | | 2 | ||
+ | | short | ||
+ | | Strange mood | ||
+ | | 0xFFFF means no mood | ||
+ | |||
+ | |- | ||
+ | | <code>0x01FA</code> | ||
+ | | 2 | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | |||
+ | |- | ||
+ | | <code>0x01FC</code> | ||
+ | | 4 | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | |||
+ | |- | ||
+ | | <code>0x0200</code> | ||
+ | | 4 | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | |||
+ | |- | ||
+ | | <code>0x0204</code> | ||
+ | | 4 | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | |||
+ | |- | ||
+ | | <code>0x0208</code> | ||
+ | | 4 | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | |||
+ | |- | ||
+ | | <code>0x020C</code> | ||
+ | | 4 | ||
+ | | ptr | ||
+ | | Pointer to the owner's creature struct | ||
+ | | Work animal related | ||
+ | |||
+ | |- | ||
+ | | <code>0x0210</code> | ||
+ | | 4 | ||
+ | | Long | ||
+ | | Set to 0 for assigned war creatures | ||
+ | | Work animal related | ||
+ | |||
+ | |- | ||
+ | | <code>0x0214</code> | ||
+ | | 2 | ||
+ | | Short | ||
+ | | Id of the owner | ||
+ | | Work animal related | ||
+ | |||
+ | |- | ||
+ | | <code>0x0238</code> | ||
+ | | 2 | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | |||
+ | |- | ||
+ | | <code>0x023A</code> | ||
+ | | 2 | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | |||
+ | |- | ||
+ | | <code>0x023C</code> | ||
+ | | 16 | ||
+ | | [[Memory hacking#Vector|vector]] of pointers to [[#238 Structure|238 struct]] | ||
+ | | | ||
+ | | Possibly inventory? | ||
+ | |||
+ | |- | ||
+ | | <code>0x024C</code> | ||
+ | | 16 | ||
+ | | [[Memory hacking#Vector|vector]] of longs | ||
+ | | Owned objects | ||
+ | | Each long is an index into the item vector. | ||
+ | |||
+ | |- | ||
+ | | <code>0x028C</code> | ||
+ | | 16 | ||
+ | | [[Memory hacking#Vector|vector]] of longs | ||
+ | | | ||
+ | | | ||
+ | |||
+ | |- | ||
+ | | <code>0x029C</code> | ||
+ | | 4 | ||
+ | | Signed Long | ||
+ | | Money | ||
+ | | Bank account | ||
+ | |||
+ | |- | ||
+ | | <code>0x02A0</code> | ||
+ | | 4 | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | |||
+ | |- | ||
+ | | <code>0x02A4</code> | ||
+ | | 4 | ||
+ | | pointer | ||
+ | | | ||
+ | | Appears to be a pointer to another creature. | ||
+ | |||
+ | |- | ||
+ | | <code>0x02A8</code> | ||
+ | | 4 | ||
+ | | pointer | ||
+ | | | ||
+ | | It's a pointer to something, don't know what yet. | ||
+ | |||
+ | |- | ||
+ | | <code>0x02AC</code> | ||
+ | | 2 | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | |||
+ | |- | ||
+ | | <code>0x02AE</code> | ||
+ | | 2 | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | |||
+ | |- | ||
+ | | <code>0x02B0</code> | ||
+ | | 2 | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | |||
+ | |- | ||
+ | | <code>0x02B2</code> | ||
+ | | 2 | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | |||
+ | |- | ||
+ | | <code>0x02B4</code> | ||
+ | | 2 | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | |||
+ | |- | ||
+ | | <code>0x02B8</code> | ||
+ | | 4 | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | |||
+ | |- | ||
+ | | <code>0x02BC</code> | ||
+ | | 16 | ||
+ | | [[Memory hacking#Vector|vector]] of shorts | ||
+ | | | ||
+ | | | ||
+ | |||
+ | |- | ||
+ | | <code>0x02CC</code> | ||
+ | | 16 | ||
+ | | [[Memory hacking#Vector|vector]] of shorts | ||
+ | | | ||
+ | | | ||
+ | |||
+ | |- | ||
+ | | <code>0x02DC</code> | ||
+ | | 16 | ||
+ | | [[Memory hacking#Vector|vector]] of shorts | ||
+ | | | ||
+ | | | ||
+ | |||
+ | |- | ||
+ | | <code>0x02EC</code> | ||
+ | | 16 | ||
+ | | [[Memory hacking#Vector|vector]] of shorts | ||
+ | | | ||
+ | | | ||
+ | |||
+ | |- | ||
+ | | <code>0x02FC</code> | ||
+ | | 2 | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | |||
+ | |- | ||
+ | | <code>0x0300</code> | ||
+ | | 4 | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | |||
+ | |- | ||
+ | | <code>0x0304</code> | ||
+ | | 4 | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | |||
+ | |- | ||
+ | | <code>0x0308</code> | ||
+ | | 16 | ||
+ | | [[Memory hacking#Vector|vector]] of shorts | ||
+ | | Bodypart Health | ||
+ | | A list to body part health, the list of ushorts, values range 0 to 15 from what i've seen. 15 being white, 0 being red. | ||
+ | |||
+ | |- | ||
+ | | <code>0x0318</code> | ||
+ | | 16 | ||
+ | | [[Memory hacking#Vector|vector]] of longs | ||
+ | | | ||
+ | | Bodypart related. | ||
+ | |||
+ | |- | ||
+ | | <code>0x032C</code> | ||
+ | | 2 | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | |||
+ | |- | ||
+ | | <code>0x0330</code> | ||
+ | | 4 | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | |||
+ | |- | ||
+ | | <code>0x0334</code> | ||
+ | | 4 | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | |||
+ | |- | ||
+ | | <code>0x0338</code> | ||
+ | | 4 | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | < |