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Adapt P_ClosestPointOnLine3D() to be much like FV3_ClosestPointOnLine() and use vector3_t's as args, save for the hypotenuse calculation, which remains the same; the output should be the same as before.
Adapt the rope hang snapping to the new function's form.
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a6926e339f
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3 changed files with 37 additions and 73 deletions
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@ -78,68 +78,37 @@ void P_ClosestPointOnLine(fixed_t x, fixed_t y, line_t *line, vertex_t *result)
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return;
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return;
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}
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}
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//
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/// Similar to FV3_ClosestPointOnLine() except it actually works.
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// P_ClosestPointOnLine3D
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void P_ClosestPointOnLine3D(const vector3_t *p, const vector3_t *Line, vector3_t *result)
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// Finds the closest point on a given line to the supplied point IN 3D!!!
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//
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void P_ClosestPointOnLine3D(fixed_t x, fixed_t y, fixed_t z, line_t *line, vertex_t *result)
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{
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{
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fixed_t startx = line->v1->x;
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const vector3_t* v1 = &Line[0];
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fixed_t starty = line->v1->y;
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const vector3_t* v2 = &Line[1];
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fixed_t startz = line->v1->z;
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vector3_t c, V, n;
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fixed_t dx = line->dx;
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fixed_t t, d;
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fixed_t dy = line->dy;
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FV3_SubEx(v2, v1, &V);
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fixed_t dz = line->v2->z - line->v1->z;
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FV3_SubEx(p, v1, &c);
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// Determine t (the length of the vector from <20>Line[0]<5D> to <20>p<EFBFBD>)
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d = R_PointToDist2(0, v2->z, R_PointToDist2(v2->x, v2->y, v1->x, v1->y), v1->z);
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fixed_t cx, cy, cz;
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FV3_Copy(&n, &V);
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fixed_t vx, vy, vz;
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FV3_Divide(&n, d);
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fixed_t magnitude;
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fixed_t t;
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//Sub (p, &Line[0], &c);
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t = FV3_Dot(&n, &c);
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cx = x - startx;
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cy = y - starty;
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cz = z - startz;
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//Sub (&Line[1], &Line[0], &V);
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vx = dx;
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vy = dy;
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vz = dz;
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//Normalize (&V, &V);
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magnitude = R_PointToDist2(0, line->v2->z, R_PointToDist2(line->v2->x, line->v2->y, startx, starty), startz);
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vx = FixedDiv(vx, magnitude);
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vy = FixedDiv(vy, magnitude);
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vz = FixedDiv(vz, magnitude);
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t = (FixedMul(vx, cx) + FixedMul(vy, cy) + FixedMul(vz, cz));
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// Set closest point to the end if it extends past -Red
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// Set closest point to the end if it extends past -Red
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if (t <= 0)
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if (t <= 0)
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{
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{
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result->x = line->v1->x;
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FV3_Copy(result, v1);
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result->y = line->v1->y;
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result->z = line->v1->z;
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return;
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return;
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}
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}
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else if (t >= magnitude)
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else if (t >= d)
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{
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{
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result->x = line->v2->x;
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FV3_Copy(result, v2);
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result->y = line->v2->y;
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result->z = line->v2->z;
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return;
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return;
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}
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}
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// Return the point between <20>Line[0]<5D> and <20>Line[1]<5D>
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FV3_Mul(&n, t);
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vx = FixedMul(vx, t);
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vy = FixedMul(vy, t);
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vz = FixedMul(vz, t);
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//Add (&Line[0], &V, out);
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FV3_AddEx(v1, &n, result);
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result->x = startx + vx;
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result->y = starty + vy;
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result->z = startz + vz;
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return;
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return;
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}
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}
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@ -43,7 +43,7 @@ boolean P_PathTraverse(fixed_t px1, fixed_t py1, fixed_t px2, fixed_t py2,
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FUNCMATH fixed_t P_AproxDistance(fixed_t dx, fixed_t dy);
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FUNCMATH fixed_t P_AproxDistance(fixed_t dx, fixed_t dy);
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void P_ClosestPointOnLine(fixed_t x, fixed_t y, line_t *line, vertex_t *result);
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void P_ClosestPointOnLine(fixed_t x, fixed_t y, line_t *line, vertex_t *result);
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void P_ClosestPointOnLine3D(fixed_t x, fixed_t y, fixed_t z, line_t *line, vertex_t *result);
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void P_ClosestPointOnLine3D(const vector3_t *p, const vector3_t *line, vector3_t *result);
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INT32 P_PointOnLineSide(fixed_t x, fixed_t y, line_t *line);
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INT32 P_PointOnLineSide(fixed_t x, fixed_t y, line_t *line);
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void P_MakeDivline(line_t *li, divline_t *dl);
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void P_MakeDivline(line_t *li, divline_t *dl);
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void P_CameraLineOpening(line_t *plinedef);
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void P_CameraLineOpening(line_t *plinedef);
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43
src/p_spec.c
43
src/p_spec.c
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@ -5038,8 +5038,7 @@ DoneSection2:
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mobj_t *waypointlow = NULL;
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mobj_t *waypointlow = NULL;
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mobj_t *mo2;
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mobj_t *mo2;
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mobj_t *closest = NULL;
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mobj_t *closest = NULL;
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line_t junk;
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vector3_t p, line[2], resulthigh, resultlow;
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vertex_t v1, v2, resulthigh, resultlow;
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mobj_t *highest = NULL;
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mobj_t *highest = NULL;
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if (player->mo->tracer && player->mo->tracer->type == MT_TUBEWAYPOINT && player->powers[pw_carry] == CR_ROPEHANG)
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if (player->mo->tracer && player->mo->tracer->type == MT_TUBEWAYPOINT && player->powers[pw_carry] == CR_ROPEHANG)
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@ -5186,38 +5185,34 @@ DoneSection2:
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// Next, we need to find the closest point on the line between each set, and determine which one we're
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// Next, we need to find the closest point on the line between each set, and determine which one we're
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// closest to.
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// closest to.
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p.x = player->mo->x;
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p.y = player->mo->y;
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p.z = player->mo->z;
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// Waypointmid and Waypointlow:
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// Waypointmid and Waypointlow:
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if (waypointlow)
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if (waypointlow)
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{
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{
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v1.x = waypointmid->x;
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line[0].x = waypointmid->x;
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v1.y = waypointmid->y;
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line[0].y = waypointmid->y;
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v1.z = waypointmid->z;
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line[0].z = waypointmid->z;
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v2.x = waypointlow->x;
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line[1].x = waypointlow->x;
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v2.y = waypointlow->y;
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line[1].y = waypointlow->y;
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v2.z = waypointlow->z;
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line[1].z = waypointlow->z;
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junk.v1 = &v1;
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junk.v2 = &v2;
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junk.dx = v2.x - v1.x;
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junk.dy = v2.y - v1.y;
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P_ClosestPointOnLine3D(player->mo->x, player->mo->y, player->mo->z, &junk, &resultlow);
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P_ClosestPointOnLine3D(&p, line, &resultlow);
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}
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}
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// Waypointmid and Waypointhigh:
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// Waypointmid and Waypointhigh:
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if (waypointhigh)
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if (waypointhigh)
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{
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{
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v1.x = waypointmid->x;
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line[0].x = waypointmid->x;
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v1.y = waypointmid->y;
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line[0].y = waypointmid->y;
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v1.z = waypointmid->z;
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line[0].z = waypointmid->z;
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v2.x = waypointhigh->x;
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line[1].x = waypointhigh->x;
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v2.y = waypointhigh->y;
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line[1].y = waypointhigh->y;
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v2.z = waypointhigh->z;
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line[1].z = waypointhigh->z;
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junk.v1 = &v1;
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junk.v2 = &v2;
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junk.dx = v2.x - v1.x;
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junk.dy = v2.y - v1.y;
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P_ClosestPointOnLine3D(player->mo->x, player->mo->y, player->mo->z, &junk, &resulthigh);
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P_ClosestPointOnLine3D(&p, line, &resulthigh);
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}
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}
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// 3D support now available. Disregard the previous notice here. -Red
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// 3D support now available. Disregard the previous notice here. -Red
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