mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-13 07:57:51 +00:00
- reworked the lock code to remove the 255 locks limit and to allow it to automatically deinitialize.
This commit is contained in:
parent
982c622367
commit
17e053499e
5 changed files with 81 additions and 93 deletions
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@ -4048,8 +4048,6 @@ void FParser::SF_ScriptRunning()
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void DFraggleThinker::InitFunctions()
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void DFraggleThinker::InitFunctions()
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{
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{
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cycle_t clock;
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for(unsigned i=0;i<countof(ActorNames_init);i++)
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for(unsigned i=0;i<countof(ActorNames_init);i++)
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{
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{
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ActorTypes[i]=PClass::FindActor(ActorNames_init[i]);
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ActorTypes[i]=PClass::FindActor(ActorNames_init[i]);
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@ -104,22 +104,11 @@ struct Keygroup
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struct Lock
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struct Lock
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{
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{
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TArray<Keygroup *> keylist;
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TArray<Keygroup> keylist;
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TArray<FSoundID> locksound;
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TArray<FSoundID> locksound;
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FString Message;
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FString Message;
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FString RemoteMsg;
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FString RemoteMsg;
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int rgb;
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int rgb = 0;
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Lock()
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{
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rgb=0;
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}
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~Lock()
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{
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for(unsigned int i=0;i<keylist.Size();i++) delete keylist[i];
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keylist.Clear();
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}
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bool check(AActor * owner)
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bool check(AActor * owner)
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{
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{
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@ -138,25 +127,21 @@ struct Lock
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}
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}
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else for(unsigned int i=0;i<keylist.Size();i++)
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else for(unsigned int i=0;i<keylist.Size();i++)
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{
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{
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if (!keylist[i]->check(owner)) return false;
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if (!keylist[i].check(owner)) return false;
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}
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}
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return true;
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return true;
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}
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}
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};
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};
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static TMap<int, Lock> Locks;
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static bool keysdone = false; // have the locks been initialized?
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static TArray<PClassActor *> KeyTypes; // List of all keys sorted by lock. This is for use by the status bar to draw ordered key lists.
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//===========================================================================
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//===========================================================================
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//
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//
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//
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//
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//===========================================================================
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//===========================================================================
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static Lock *locks[256]; // all valid locks
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static bool keysdone=false; // have the locks been initialized?
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static int currentnumber; // number to be assigned to next key
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static bool ignorekey; // set to true when the current lock is not being used
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static TArray<PClassActor *> KeyTypes; // List of all keys sorted by lock.
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static void ClearLocks();
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static const char * keywords_lock[]={
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static const char * keywords_lock[]={
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"ANY",
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"ANY",
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"MESSAGE",
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"MESSAGE",
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@ -171,7 +156,7 @@ static const char * keywords_lock[]={
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//
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//
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//===========================================================================
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//===========================================================================
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static void AddOneKey(Keygroup *keygroup, PClassActor *mi, FScanner &sc)
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static void AddOneKey(Keygroup *keygroup, PClassActor *mi, FScanner &sc, bool ignorekey, int ¤tnumber)
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{
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{
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if (mi)
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if (mi)
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{
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{
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@ -208,26 +193,18 @@ static void AddOneKey(Keygroup *keygroup, PClassActor *mi, FScanner &sc)
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//
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//
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//===========================================================================
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//===========================================================================
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static Keygroup *ParseKeygroup(FScanner &sc)
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static void ParseKeygroup(Keygroup *keygroup, FScanner &sc, bool ignorekey, int ¤tnumber)
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{
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{
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Keygroup *keygroup;
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PClassActor *mi;
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PClassActor *mi;
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sc.MustGetStringName("{");
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sc.MustGetStringName("{");
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keygroup = new Keygroup;
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while (!sc.CheckString("}"))
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while (!sc.CheckString("}"))
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{
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{
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sc.MustGetString();
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sc.MustGetString();
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mi = PClass::FindActor(sc.String);
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mi = PClass::FindActor(sc.String);
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AddOneKey(keygroup, mi, sc);
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AddOneKey(keygroup, mi, sc, ignorekey, currentnumber);
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}
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if (keygroup->anykeylist.Size() == 0)
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{
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delete keygroup;
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return NULL;
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}
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}
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keygroup->anykeylist.ShrinkToFit();
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keygroup->anykeylist.ShrinkToFit();
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return keygroup;
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}
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}
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//===========================================================================
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//===========================================================================
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@ -257,8 +234,6 @@ static void ParseLock(FScanner &sc)
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int i,r,g,b;
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int i,r,g,b;
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int keynum;
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int keynum;
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Lock sink;
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Lock sink;
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Lock *lock = &sink;
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Keygroup *keygroup;
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PClassActor *mi;
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PClassActor *mi;
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sc.MustGetNumber();
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sc.MustGetNumber();
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@ -271,23 +246,17 @@ static void ParseLock(FScanner &sc)
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sc.MustGetStringName("{");
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sc.MustGetStringName("{");
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}
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}
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ignorekey = true;
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int currentnumber = 0;
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if (keynum > 0 && keynum <= 255)
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if (keynum == 0 || keynum < -1)
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{
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lock = new Lock;
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if (locks[keynum])
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{
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delete locks[keynum];
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}
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locks[keynum] = lock;
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locks[keynum]->locksound.Push("*keytry");
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locks[keynum]->locksound.Push("misc/keytry");
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ignorekey=false;
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}
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else if (keynum != -1)
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{
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{
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sc.ScriptError("Lock index %d out of range", keynum);
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sc.ScriptError("Lock index %d out of range", keynum);
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}
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}
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bool ignorekey = keynum == -1; // tell the parsing functions to ignore what they read for other games' keys.
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auto lock = keynum == -1? &sink : &Locks.InsertNew(keynum);
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lock->locksound.Push("*keytry");
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lock->locksound.Push("misc/keytry");
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while (!sc.CheckString("}"))
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while (!sc.CheckString("}"))
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{
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{
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@ -295,12 +264,15 @@ static void ParseLock(FScanner &sc)
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switch(i = sc.MatchString(keywords_lock))
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switch(i = sc.MatchString(keywords_lock))
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{
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{
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case 0: // Any
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case 0: // Any
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keygroup = ParseKeygroup(sc);
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{
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if (keygroup)
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lock->keylist.Reserve(1);
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ParseKeygroup(&lock->keylist.Last(), sc, ignorekey, currentnumber);
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if (lock->keylist.Last().anykeylist.Size() == 0)
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{
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{
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lock->keylist.Push(keygroup);
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lock->keylist.Pop();
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}
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}
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break;
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break;
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}
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case 1: // message
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case 1: // message
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sc.MustGetString();
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sc.MustGetString();
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@ -344,12 +316,11 @@ static void ParseLock(FScanner &sc)
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mi = PClass::FindActor(sc.String);
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mi = PClass::FindActor(sc.String);
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if (mi)
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if (mi)
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{
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{
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keygroup = new Keygroup;
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lock->keylist.Reserve(1);
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AddOneKey(keygroup, mi, sc);
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AddOneKey(&lock->keylist.Last(), mi, sc, ignorekey, currentnumber);
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if (keygroup)
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if (lock->keylist.Last().anykeylist.Size() == 0)
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{
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{
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keygroup->anykeylist.ShrinkToFit();
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lock->keylist.Pop();
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lock->keylist.Push(keygroup);
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}
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}
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}
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}
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break;
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break;
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@ -389,15 +360,7 @@ static void ClearLocks()
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}
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}
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}
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}
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}
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}
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for(i = 0; i < 256; i++)
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Locks.Clear();
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{
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if (locks[i] != NULL)
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{
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delete locks[i];
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locks[i] = NULL;
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}
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}
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currentnumber = 0;
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keysdone = false;
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keysdone = false;
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}
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}
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@ -485,17 +448,6 @@ void P_InitKeyMessages()
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keysdone = true;
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keysdone = true;
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}
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}
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//===========================================================================
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//
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// P_DeinitKeyMessages
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//
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//===========================================================================
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void P_DeinitKeyMessages()
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{
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ClearLocks();
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}
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//===========================================================================
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//===========================================================================
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//
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//
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// P_CheckKeys
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// P_CheckKeys
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@ -513,13 +465,14 @@ int P_CheckKeys (AActor *owner, int keynum, bool remote, bool quiet)
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int numfailsounds;
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int numfailsounds;
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if (owner == NULL) return false;
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if (owner == NULL) return false;
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if (keynum<=0 || keynum>255) return true;
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if (keynum<=0) return true;
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// Just a safety precaution. The messages should have been initialized upon game start.
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// Just a safety precaution. The messages should have been initialized upon game start.
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if (!keysdone) P_InitKeyMessages();
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if (!keysdone) P_InitKeyMessages();
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FSoundID failage[2] = { "*keytry", "misc/keytry" };
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FSoundID failage[2] = { "*keytry", "misc/keytry" };
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if (!locks[keynum])
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auto lock = Locks.CheckKey(keynum);
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if (!lock)
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{
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{
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if (quiet) return false;
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if (quiet) return false;
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if (keynum == 103 && (gameinfo.flags & GI_SHAREWARE))
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if (keynum == 103 && (gameinfo.flags & GI_SHAREWARE))
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@ -532,11 +485,11 @@ int P_CheckKeys (AActor *owner, int keynum, bool remote, bool quiet)
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}
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}
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else
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else
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{
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{
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if (locks[keynum]->check(owner)) return true;
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if (lock->check(owner)) return true;
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if (quiet) return false;
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if (quiet) return false;
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failtext = remote? locks[keynum]->RemoteMsg : locks[keynum]->Message;
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failtext = remote? lock->RemoteMsg : lock->Message;
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failsound = &locks[keynum]->locksound[0];
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failsound = &lock->locksound[0];
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numfailsounds = locks[keynum]->locksound.Size();
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numfailsounds = lock->locksound.Size();
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}
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}
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// If we get here, that means the actor isn't holding an appropriate key.
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// If we get here, that means the actor isn't holding an appropriate key.
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@ -570,11 +523,13 @@ int P_CheckKeys (AActor *owner, int keynum, bool remote, bool quiet)
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//
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//
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//==========================================================================
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//==========================================================================
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int P_GetMapColorForLock (int lock)
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int P_GetMapColorForLock (int locknum)
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{
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{
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if (lock > 0 && lock < 256)
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if (locknum > 0)
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{
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{
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if (locks[lock]) return locks[lock]->rgb;
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auto lock = Locks.CheckKey(locknum);
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if (lock) return lock->rgb;
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}
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}
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return -1;
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return -1;
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}
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}
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@ -587,11 +542,18 @@ int P_GetMapColorForLock (int lock)
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int P_GetMapColorForKey (AActor * key)
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int P_GetMapColorForKey (AActor * key)
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{
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{
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int i;
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decltype(Locks)::Iterator it(Locks);
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decltype(Locks)::Pair *pair;
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for (i = 0; i < 256; i++)
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int foundlock = INT_MAX;
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int rgb = 0;
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while (it.NextPair(pair))
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{
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{
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if (locks[i] && locks[i]->check(key)) return locks[i]->rgb;
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if (pair->Key < foundlock && pair->Value.check(key))
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{
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rgb = pair->Value.rgb;
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foundlock = pair->Key;
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}
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}
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}
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return 0;
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return 0;
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}
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}
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@ -6,7 +6,6 @@ class PClassActor;
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int P_CheckKeys (AActor *owner, int keynum, bool remote, bool quiet = false);
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int P_CheckKeys (AActor *owner, int keynum, bool remote, bool quiet = false);
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void P_InitKeyMessages ();
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void P_InitKeyMessages ();
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void P_DeinitKeyMessages ();
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int P_GetMapColorForLock (int lock);
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int P_GetMapColorForLock (int lock);
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int P_GetMapColorForKey (AActor *key);
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int P_GetMapColorForKey (AActor *key);
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int P_GetKeyTypeCount();
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int P_GetKeyTypeCount();
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@ -507,7 +507,6 @@ void P_Init ()
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static void P_Shutdown ()
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static void P_Shutdown ()
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{
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{
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DThinker::DestroyThinkersInList(STAT_STATIC);
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DThinker::DestroyThinkersInList(STAT_STATIC);
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P_DeinitKeyMessages ();
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P_FreeLevelData ();
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P_FreeLevelData ();
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// [ZZ] delete global event handlers
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// [ZZ] delete global event handlers
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E_Shutdown(false);
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E_Shutdown(false);
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30
src/tarray.h
30
src/tarray.h
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@ -943,6 +943,36 @@ public:
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return n->Pair.Value;
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return n->Pair.Value;
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}
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}
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VT &Insert(const KT key, VT &&value)
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{
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Node *n = FindKey(key);
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if (n != NULL)
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{
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n->Pair.Value = value;
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}
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else
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{
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n = NewKey(key);
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::new(&n->Pair.Value) VT(value);
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}
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return n->Pair.Value;
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}
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VT &InsertNew(const KT key)
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{
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Node *n = FindKey(key);
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if (n != NULL)
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{
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n->Pair.Value.~VT();
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}
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else
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{
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n = NewKey(key);
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}
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::new(&n->Pair.Value) VT;
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return n->Pair.Value;
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}
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//=======================================================================
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//=======================================================================
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//
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//
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// Remove
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// Remove
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