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Document Target_Draw [Target Docs 2/?] (#2115)
* document Target_Draw Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com> * fix missed renames * retail fix * another fix --------- Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
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parent
a21a59c4b5
commit
2b25c31588
6 changed files with 98 additions and 86 deletions
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@ -310,7 +310,7 @@ void ActorShadow_DrawFeet(Actor* actor, Lights* lights, PlayState* play);
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void Actor_SetFeetPos(Actor* actor, s32 limbIndex, s32 leftFootIndex, Vec3f* leftFootPos, s32 rightFootIndex,
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Vec3f* rightFootPos);
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void Actor_ProjectPos(PlayState* play, Vec3f* src, Vec3f* xyzDest, f32* cappedInvWDest);
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void func_8002C124(TargetContext* targetCtx, PlayState* play);
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void Target_Draw(TargetContext* targetCtx, PlayState* play);
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s32 Flags_GetSwitch(PlayState* play, s32 flag);
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void Flags_SetSwitch(PlayState* play, s32 flag);
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void Flags_UnsetSwitch(PlayState* play, s32 flag);
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@ -580,22 +580,22 @@ typedef struct LockOnReticle {
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typedef struct TargetContext {
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/* 0x00 */ Vec3f naviRefPos; // possibly wrong
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/* 0x0C */ Vec3f targetCenterPos;
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/* 0x0C */ Vec3f lockOnPos;
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/* 0x18 */ Color_RGBAf naviInner;
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/* 0x28 */ Color_RGBAf naviOuter;
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/* 0x38 */ Actor* arrowPointedActor;
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/* 0x3C */ Actor* targetedActor;
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/* 0x3C */ Actor* lockOnActor;
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/* 0x40 */ f32 unk_40;
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/* 0x44 */ f32 reticleRadius;
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/* 0x48 */ s16 unk_48;
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/* 0x48 */ s16 reticleFadeAlphaControl;
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/* 0x4A */ u8 activeCategory;
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/* 0x4B */ u8 unk_4B;
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/* 0x4C */ s8 unk_4C;
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/* 0x4B */ u8 reticleSpinCounter;
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/* 0x4C */ s8 curReticle; // indexes lockOnReticles[]
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/* 0x4D */ char unk_4D[0x03];
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/* 0x50 */ LockOnReticle lockOnReticles[3];
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/* 0x8C */ Actor* unk_8C;
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/* 0x90 */ Actor* bgmEnemy; // The nearest enemy to player with the right flags that will trigger NA_BGM_ENEMY
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/* 0x94 */ Actor* unk_94;
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/* 0x94 */ Actor* arrowHoverActor;
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} TargetContext; // size = 0x98
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typedef struct TitleCardContext {
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@ -275,10 +275,10 @@ void Target_InitReticle(TargetContext* targetCtx, s32 actorCategory, PlayState*
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TargetColor* reticleColor = &sTargetColorList[actorCategory];
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s32 i;
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Math_Vec3f_Copy(&targetCtx->targetCenterPos, &play->view.eye);
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Math_Vec3f_Copy(&targetCtx->lockOnPos, &play->view.eye);
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targetCtx->reticleRadius = 500.0f;
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targetCtx->unk_48 = 256;
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targetCtx->reticleFadeAlphaControl = 256;
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reticle = &targetCtx->lockOnReticles[0];
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@ -310,97 +310,107 @@ void Target_SetNaviState(TargetContext* targetCtx, Actor* actor, s32 actorCatego
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}
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void Target_Init(TargetContext* targetCtx, Actor* actor, PlayState* play) {
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targetCtx->arrowPointedActor = targetCtx->targetedActor = targetCtx->unk_8C = targetCtx->bgmEnemy = NULL;
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targetCtx->arrowPointedActor = targetCtx->lockOnActor = targetCtx->unk_8C = targetCtx->bgmEnemy = NULL;
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targetCtx->unk_4B = 0;
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targetCtx->unk_4C = 0;
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targetCtx->reticleSpinCounter = 0;
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targetCtx->curReticle = 0;
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targetCtx->unk_40 = 0.0f;
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Target_SetNaviState(targetCtx, actor, actor->category, play);
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Target_InitReticle(targetCtx, actor->category, play);
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}
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void func_8002C124(TargetContext* targetCtx, PlayState* play) {
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Actor* actor = targetCtx->targetedActor;
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void Target_Draw(TargetContext* targetCtx, PlayState* play) {
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Actor* actor = targetCtx->lockOnActor;
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OPEN_DISPS(play->state.gfxCtx, "../z_actor.c", 2029);
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if (targetCtx->unk_48 != 0) {
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LockOnReticle* entry;
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Player* player;
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s16 spCE;
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f32 var1;
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Vec3f projTargetCenter;
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s32 spB8;
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f32 projTargetCappedInvW;
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s32 spB0;
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s32 spAC;
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f32 var2;
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if (targetCtx->reticleFadeAlphaControl != 0) {
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LockOnReticle* reticle;
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Player* player = GET_PLAYER(play);
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s16 alpha;
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f32 projectdPosScale;
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Vec3f projectedPos;
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s32 numReticles;
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f32 invW;
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s32 i;
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s32 curReticle;
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f32 lockOnScaleX;
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s32 triangleIndex;
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player = GET_PLAYER(play);
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alpha = 255;
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projectdPosScale = 1.0f;
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spCE = 0xFF;
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var1 = 1.0f;
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if (targetCtx->unk_4B != 0) {
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spB8 = 1;
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if (targetCtx->reticleSpinCounter != 0) {
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// Reticle is spinning so it is active, only need to draw one
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numReticles = 1;
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} else {
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spB8 = 3;
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// Use multiple reticles for the motion blur effect from the reticle
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// quickly zooming in on an actor from off screen
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numReticles = ARRAY_COUNT(targetCtx->lockOnReticles);
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}
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if (actor != NULL) {
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Math_Vec3f_Copy(&targetCtx->targetCenterPos, &actor->focus.pos);
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var1 = (500.0f - targetCtx->reticleRadius) / 420.0f;
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Math_Vec3f_Copy(&targetCtx->lockOnPos, &actor->focus.pos);
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projectdPosScale = (500.0f - targetCtx->reticleRadius) / 420.0f;
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} else {
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targetCtx->unk_48 -= 120;
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if (targetCtx->unk_48 < 0) {
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targetCtx->unk_48 = 0;
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// Not locked on, start fading out
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targetCtx->reticleFadeAlphaControl -= 120;
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if (targetCtx->reticleFadeAlphaControl < 0) {
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targetCtx->reticleFadeAlphaControl = 0;
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}
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spCE = targetCtx->unk_48;
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// `reticleFadeAlphaControl` is only used as an alpha when fading out.
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// Otherwise it defaults to 255, set above.
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alpha = targetCtx->reticleFadeAlphaControl;
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}
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Actor_ProjectPos(play, &targetCtx->targetCenterPos, &projTargetCenter, &projTargetCappedInvW);
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Actor_ProjectPos(play, &targetCtx->lockOnPos, &projectedPos, &invW);
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projTargetCenter.x = (160 * (projTargetCenter.x * projTargetCappedInvW)) * var1;
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projTargetCenter.x = CLAMP(projTargetCenter.x, -320.0f, 320.0f);
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projectedPos.x = ((SCREEN_WIDTH / 2) * (projectedPos.x * invW)) * projectdPosScale;
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projectedPos.x = CLAMP(projectedPos.x, -SCREEN_WIDTH, SCREEN_WIDTH);
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projTargetCenter.y = (120 * (projTargetCenter.y * projTargetCappedInvW)) * var1;
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projTargetCenter.y = CLAMP(projTargetCenter.y, -240.0f, 240.0f);
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projectedPos.y = ((SCREEN_HEIGHT / 2) * (projectedPos.y * invW)) * projectdPosScale;
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projectedPos.y = CLAMP(projectedPos.y, -SCREEN_HEIGHT, SCREEN_HEIGHT);
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projTargetCenter.z = projTargetCenter.z * var1;
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projectedPos.z *= projectdPosScale;
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targetCtx->unk_4C--;
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if (targetCtx->unk_4C < 0) {
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targetCtx->unk_4C = 2;
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targetCtx->curReticle--;
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if (targetCtx->curReticle < 0) {
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targetCtx->curReticle = ARRAY_COUNT(targetCtx->lockOnReticles) - 1;
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}
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Target_SetReticlePos(targetCtx, targetCtx->unk_4C, projTargetCenter.x, projTargetCenter.y, projTargetCenter.z);
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Target_SetReticlePos(targetCtx, targetCtx->curReticle, projectedPos.x, projectedPos.y, projectedPos.z);
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if (!(player->stateFlags1 & PLAYER_STATE1_6) || (actor != player->unk_664)) {
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OVERLAY_DISP = Gfx_SetupDL(OVERLAY_DISP, SETUPDL_57);
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for (spB0 = 0, spAC = targetCtx->unk_4C; spB0 < spB8; spB0++, spAC = (spAC + 1) % 3) {
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entry = &targetCtx->lockOnReticles[spAC];
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for (i = 0, curReticle = targetCtx->curReticle; i < numReticles;
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i++, curReticle = (curReticle + 1) % ARRAY_COUNT(targetCtx->lockOnReticles)) {
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reticle = &targetCtx->lockOnReticles[curReticle];
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if (entry->radius < 500.0f) {
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if (entry->radius <= 120.0f) {
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var2 = 0.15f;
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if (reticle->radius < 500.0f) {
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if (reticle->radius <= 120.0f) {
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lockOnScaleX = 0.15f;
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} else {
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var2 = ((entry->radius - 120.0f) * 0.001f) + 0.15f;
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lockOnScaleX = ((reticle->radius - 120.0f) * 0.001f) + 0.15f;
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}
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Matrix_Translate(entry->pos.x, entry->pos.y, 0.0f, MTXMODE_NEW);
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Matrix_Scale(var2, 0.15f, 1.0f, MTXMODE_APPLY);
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Matrix_Translate(reticle->pos.x, reticle->pos.y, 0.0f, MTXMODE_NEW);
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Matrix_Scale(lockOnScaleX, 0.15f, 1.0f, MTXMODE_APPLY);
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gDPSetPrimColor(OVERLAY_DISP++, 0, 0, entry->color.r, entry->color.g, entry->color.b, (u8)spCE);
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gDPSetPrimColor(OVERLAY_DISP++, 0, 0, reticle->color.r, reticle->color.g, reticle->color.b,
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(u8)alpha);
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Matrix_RotateZ((targetCtx->unk_4B & 0x7F) * (M_PI / 64), MTXMODE_APPLY);
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Matrix_RotateZ((targetCtx->reticleSpinCounter & 0x7F) * (M_PI / 64), MTXMODE_APPLY);
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for (i = 0; i < 4; i++) {
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// Draw the 4 triangles that make up the reticle
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for (triangleIndex = 0; triangleIndex < 4; triangleIndex++) {
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Matrix_RotateZ(M_PI / 2, MTXMODE_APPLY);
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Matrix_Push();
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Matrix_Translate(entry->radius, entry->radius, 0.0f, MTXMODE_APPLY);
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Matrix_Translate(reticle->radius, reticle->radius, 0.0f, MTXMODE_APPLY);
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gSPMatrix(OVERLAY_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_actor.c", 2116),
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G_MTX_MODELVIEW | G_MTX_LOAD);
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gSPDisplayList(OVERLAY_DISP++, gZTargetLockOnTriangleDL);
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@ -408,17 +418,19 @@ void func_8002C124(TargetContext* targetCtx, PlayState* play) {
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}
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}
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spCE -= 0xFF / 3;
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if (spCE < 0) {
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spCE = 0;
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alpha -= 255 / ARRAY_COUNT(targetCtx->lockOnReticles);
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if (alpha < 0) {
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alpha = 0;
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}
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}
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}
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}
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actor = targetCtx->unk_94;
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actor = targetCtx->arrowHoverActor;
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if ((actor != NULL) && !(actor->flags & ACTOR_FLAG_27)) {
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TargetColor* naviColor = &sTargetColorList[actor->category];
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TargetColor* arrowColor = &sTargetColorList[actor->category];
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POLY_XLU_DISP = Gfx_SetupDL(POLY_XLU_DISP, SETUPDL_7);
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@ -427,7 +439,7 @@ void func_8002C124(TargetContext* targetCtx, PlayState* play) {
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Matrix_RotateY(BINANG_TO_RAD((u16)(play->gameplayFrames * 3000)), MTXMODE_APPLY);
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Matrix_Scale((iREG(27) + 35) / 1000.0f, (iREG(28) + 60) / 1000.0f, (iREG(29) + 50) / 1000.0f, MTXMODE_APPLY);
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gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, naviColor->inner.r, naviColor->inner.g, naviColor->inner.b, 255);
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gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, arrowColor->inner.r, arrowColor->inner.g, arrowColor->inner.b, 255);
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gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_actor.c", 2153), G_MTX_MODELVIEW | G_MTX_LOAD);
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gSPDisplayList(POLY_XLU_DISP++, gZTargetArrowDL);
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}
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@ -446,10 +458,10 @@ void func_8002C7BC(TargetContext* targetCtx, Player* player, Actor* actorArg, Pl
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if ((player->unk_664 != NULL) &&
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(player->controlStickDirections[player->controlStickDataIndex] == PLAYER_STICK_DIR_BACKWARD)) {
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targetCtx->unk_94 = NULL;
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targetCtx->arrowHoverActor = NULL;
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} else {
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func_80032AF0(play, &play->actorCtx, &unkActor, player);
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targetCtx->unk_94 = unkActor;
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targetCtx->arrowHoverActor = unkActor;
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}
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if (targetCtx->unk_8C != NULL) {
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@ -489,7 +501,7 @@ void func_8002C7BC(TargetContext* targetCtx, Player* player, Actor* actorArg, Pl
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Target_SetNaviState(targetCtx, unkActor, actorCategory, play);
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}
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if ((actorArg != NULL) && (targetCtx->unk_4B == 0)) {
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if ((actorArg != NULL) && (targetCtx->reticleSpinCounter == 0)) {
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Actor_ProjectPos(play, &actorArg->focus.pos, &projectedFocusPos, &cappedInvWDest);
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if (((projectedFocusPos.z <= 0.0f) || (1.0f <= fabsf(projectedFocusPos.x * cappedInvWDest))) ||
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(1.0f <= fabsf(projectedFocusPos.y * cappedInvWDest))) {
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@ -498,14 +510,14 @@ void func_8002C7BC(TargetContext* targetCtx, Player* player, Actor* actorArg, Pl
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}
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if (actorArg != NULL) {
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if (actorArg != targetCtx->targetedActor) {
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if (actorArg != targetCtx->lockOnActor) {
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s32 lockOnSfxId;
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Target_InitReticle(targetCtx, actorArg->category, play);
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targetCtx->targetedActor = actorArg;
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targetCtx->lockOnActor = actorArg;
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if (actorArg->id == ACTOR_EN_BOOM) {
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targetCtx->unk_48 = 0;
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targetCtx->reticleFadeAlphaControl = 0;
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}
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lockOnSfxId = CHECK_FLAG_ALL(actorArg->flags, ACTOR_FLAG_0 | ACTOR_FLAG_2) ? NA_SE_SY_LOCK_ON
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Sfx_PlaySfxCentered(lockOnSfxId);
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}
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targetCtx->targetCenterPos.x = actorArg->world.pos.x;
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targetCtx->targetCenterPos.y = actorArg->world.pos.y - (actorArg->shape.yOffset * actorArg->scale.y);
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targetCtx->targetCenterPos.z = actorArg->world.pos.z;
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targetCtx->lockOnPos.x = actorArg->world.pos.x;
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targetCtx->lockOnPos.y = actorArg->world.pos.y - (actorArg->shape.yOffset * actorArg->scale.y);
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targetCtx->lockOnPos.z = actorArg->world.pos.z;
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if (targetCtx->unk_4B == 0) {
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if (targetCtx->reticleSpinCounter == 0) {
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f32 temp5 = (500.0f - targetCtx->reticleRadius) * 3.0f;
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f32 temp6 = (temp5 < 30.0f) ? 30.0f : ((100.0f < temp5) ? 100.0f : temp5);
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if (Math_StepToF(&targetCtx->reticleRadius, 80.0f, temp6) != 0) {
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targetCtx->unk_4B++;
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targetCtx->reticleSpinCounter++;
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}
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} else {
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targetCtx->unk_4B = (targetCtx->unk_4B + 3) | 0x80;
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targetCtx->reticleSpinCounter = (targetCtx->reticleSpinCounter + 3) | 0x80;
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targetCtx->reticleRadius = 120.0f;
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}
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} else {
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targetCtx->targetedActor = NULL;
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targetCtx->lockOnActor = NULL;
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Math_StepToF(&targetCtx->reticleRadius, 500.0f, 80.0f);
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}
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}
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@ -2313,8 +2325,8 @@ void Actor_UpdateAll(PlayState* play, ActorContext* actorCtx) {
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if ((actor == NULL) || (player->unk_66C < 5)) {
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actor = NULL;
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if (actorCtx->targetCtx.unk_4B != 0) {
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actorCtx->targetCtx.unk_4B = 0;
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if (actorCtx->targetCtx.reticleSpinCounter != 0) {
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actorCtx->targetCtx.reticleSpinCounter = 0;
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Sfx_PlaySfxCentered(NA_SE_SY_LOCK_OFF);
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}
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}
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@ -3272,7 +3272,7 @@ void Interface_Draw(PlayState* play) {
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if ((R_PAUSE_BG_PRERENDER_STATE != PAUSE_BG_PRERENDER_PROCESS) &&
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(R_PAUSE_BG_PRERENDER_STATE != PAUSE_BG_PRERENDER_READY)) {
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func_8002C124(&play->actorCtx.targetCtx, play); // Draw Z-Target
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Target_Draw(&play->actorCtx.targetCtx, play);
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}
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Gfx_SetupDL_39Overlay(play->state.gfxCtx);
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@ -3480,7 +3480,7 @@ void Player_UpdateShapeYaw(Player* this, PlayState* play) {
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Actor* unk_664 = this->unk_664;
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if ((unk_664 != NULL) &&
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((play->actorCtx.targetCtx.unk_4B != 0) || (this->actor.category != ACTORCAT_PLAYER))) {
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((play->actorCtx.targetCtx.reticleSpinCounter != 0) || (this->actor.category != ACTORCAT_PLAYER))) {
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Math_ScaledStepToS(&this->actor.shape.rot.y, Math_Vec3f_Yaw(&this->actor.world.pos, &unk_664->focus.pos),
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4000);
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} else if ((this->stateFlags1 & PLAYER_STATE1_17) &&
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@ -3588,7 +3588,7 @@ void func_80836BEC(Player* this, PlayState* play) {
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if ((actorToTarget != NULL) && !(actorToTarget->flags & ACTOR_FLAG_27)) {
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if ((actorToTarget == this->unk_664) && (this->actor.category == ACTORCAT_PLAYER)) {
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actorToTarget = play->actorCtx.targetCtx.unk_94;
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actorToTarget = play->actorCtx.targetCtx.arrowHoverActor;
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}
|
||||
|
||||
if (actorToTarget != this->unk_664) {
|
||||
|
@ -3749,7 +3749,7 @@ s32 Player_GetMovementSpeedAndYaw(Player* this, f32* outSpeedTarget, s16* outYaw
|
|||
*outYawTarget = this->actor.shape.rot.y;
|
||||
|
||||
if (this->unk_664 != NULL) {
|
||||
if ((play->actorCtx.targetCtx.unk_4B != 0) && !(this->stateFlags2 & PLAYER_STATE2_6)) {
|
||||
if ((play->actorCtx.targetCtx.reticleSpinCounter != 0) && !(this->stateFlags2 & PLAYER_STATE2_6)) {
|
||||
*outYawTarget = Math_Vec3f_Yaw(&this->actor.world.pos, &this->unk_664->focus.pos);
|
||||
return false;
|
||||
}
|
||||
|
|
|
@ -323,7 +323,7 @@ Target_SetReticlePos = 0x8001FE44; // type:func
|
|||
Target_InitReticle = 0x8001FE7C; // type:func
|
||||
Target_SetNaviState = 0x8001FF44; // type:func
|
||||
Target_Init = 0x800200A8; // type:func
|
||||
func_8002C124 = 0x8002010C; // type:func
|
||||
Target_Draw = 0x8002010C; // type:func
|
||||
func_8002C7BC = 0x80020748; // type:func
|
||||
Flags_GetSwitch = 0x80020ADC; // type:func
|
||||
Flags_SetSwitch = 0x80020B10; // type:func
|
||||
|
|
Loading…
Reference in a new issue