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https://github.com/ZDoom/gzdoom-gles.git
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commit
ff0d409e2b
8 changed files with 119 additions and 3 deletions
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@ -215,6 +215,19 @@ Note: All <bool> fields default to false unless mentioned otherwise.
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floorterrain = <string>; // Sets the terrain for the sector's floor. Default = 'use the flat texture's terrain definition.'
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floorterrain = <string>; // Sets the terrain for the sector's floor. Default = 'use the flat texture's terrain definition.'
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ceilingterrain = <string>; // Sets the terrain for the sector's ceiling. Default = 'use the flat texture's terrain definition.'
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ceilingterrain = <string>; // Sets the terrain for the sector's ceiling. Default = 'use the flat texture's terrain definition.'
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portal_ceil_alpha = <float> // translucency of ceiling portal (default is 0 (not visible))
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portal_ceil_blocksound = <bool> // ceiling portal blocks sound.
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portal_ceil_disabled = <bool> // ceiling portal disabled.
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portal_ceil_nopass = <bool> // ceiling portal blocks movement if true.
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portal_ceil_norender = <bool> // ceiling portal not rendered.
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portal_ceil_overlaytype = <string> // defines translucency style, can either be "translucent" or "additive". Default is "translucent".
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portal_floor_alpha = <float> // translucency of floor portal (default is 0 (not visible))
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portal_floor_blocksound = <bool> // floor portal blocks sound.
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portal_floor_disabled = <bool> // floor portal disabled.
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portal_floor_nopass = <bool> // ceiling portal blocks movement if true.
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portal_floor_norender = <bool> // ceiling portal not rendered.
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portal_floor_overlaytype = <string> // defines translucency style, can either be "translucent" or "additive". Default is "translucent".
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* Note about dropactors
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* Note about dropactors
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@ -507,6 +507,21 @@ xx(Alphaceiling)
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xx(Renderstylefloor)
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xx(Renderstylefloor)
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xx(Renderstyleceiling)
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xx(Renderstyleceiling)
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xx(Waterzone)
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xx(Waterzone)
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xx(portal_ceil_alpha)
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xx(portal_ceil_blocksound)
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xx(portal_ceil_disabled)
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xx(portal_ceil_nopass)
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xx(portal_ceil_norender)
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xx(portal_ceil_overlaytype)
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xx(portal_ceil_useglobaltex)
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xx(portal_floor_alpha)
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xx(portal_floor_blocksound)
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xx(portal_floor_disabled)
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xx(portal_floor_nopass)
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xx(portal_floor_norender)
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xx(portal_floor_overlaytype)
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xx(portal_floor_useglobaltex)
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xx(offsetx_top)
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xx(offsetx_top)
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xx(offsety_top)
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xx(offsety_top)
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@ -3526,7 +3526,7 @@ void AActor::Tick ()
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sector_t *sec = node->m_sector;
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sector_t *sec = node->m_sector;
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DVector2 scrollv;
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DVector2 scrollv;
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if (level.Scrolls.Size() > (sec-sectors))
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if (level.Scrolls.Size() > unsigned(sec-sectors))
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{
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{
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scrollv = level.Scrolls[sec - sectors];
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scrollv = level.Scrolls[sec - sectors];
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}
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}
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@ -1568,6 +1568,60 @@ public:
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tagstring = CheckString(key);
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tagstring = CheckString(key);
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break;
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break;
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case NAME_portal_ceil_alpha:
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sec->planes[sector_t::ceiling].alpha = CheckFloat(key);
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break;
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case NAME_portal_ceil_blocksound:
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Flag(sec->planes[sector_t::ceiling].Flags, PLANEF_BLOCKSOUND, key);
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break;
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case NAME_portal_ceil_disabled:
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Flag(sec->planes[sector_t::ceiling].Flags, PLANEF_DISABLED, key);
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break;
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case NAME_portal_ceil_nopass:
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Flag(sec->planes[sector_t::ceiling].Flags, PLANEF_NOPASS, key);
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break;
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case NAME_portal_ceil_norender:
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Flag(sec->planes[sector_t::ceiling].Flags, PLANEF_NORENDER, key);
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break;
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case NAME_portal_ceil_overlaytype:
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if (!stricmp(CheckString(key), "translucent")) sec->planes[sector_t::ceiling].Flags &= ~PLANEF_ADDITIVE;
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else if (!stricmp(CheckString(key), "additive")) sec->planes[sector_t::ceiling].Flags |= PLANEF_ADDITIVE;
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break;
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case NAME_portal_floor_alpha:
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sec->planes[sector_t::floor].alpha = CheckFloat(key);
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break;
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case NAME_portal_floor_blocksound:
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Flag(sec->planes[sector_t::floor].Flags, PLANEF_BLOCKSOUND, key);
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break;
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case NAME_portal_floor_disabled:
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Flag(sec->planes[sector_t::floor].Flags, PLANEF_DISABLED, key);
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break;
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case NAME_portal_floor_nopass:
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Flag(sec->planes[sector_t::floor].Flags, PLANEF_NOPASS, key);
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break;
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case NAME_portal_floor_norender:
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Flag(sec->planes[sector_t::floor].Flags, PLANEF_NORENDER, key);
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break;
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case NAME_portal_floor_overlaytype:
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if (!stricmp(CheckString(key), "translucent")) sec->planes[sector_t::floor].Flags &= ~PLANEF_ADDITIVE;
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else if (!stricmp(CheckString(key), "additive")) sec->planes[sector_t::floor].Flags |= PLANEF_ADDITIVE;
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break;
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// These two are used by Eternity for something I do not understand.
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//case NAME_portal_ceil_useglobaltex:
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//case NAME_portal_floor_useglobaltex:
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default:
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default:
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break;
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break;
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}
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}
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@ -821,7 +821,6 @@ void FSerializer::WriteObjects()
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for (unsigned i = 0; i < w->mDObjects.Size(); i++)
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for (unsigned i = 0; i < w->mDObjects.Size(); i++)
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{
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{
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auto obj = w->mDObjects[i];
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auto obj = w->mDObjects[i];
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player_t *player;
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BeginObject(nullptr);
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BeginObject(nullptr);
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w->Key("classtype");
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w->Key("classtype");
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@ -3322,6 +3322,22 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetTranslucent)
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return 0;
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return 0;
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}
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}
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//===========================================================================
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//
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// A_SetRenderStyle
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//
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//===========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetRenderStyle)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_FLOAT(alpha);
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PARAM_INT_OPT(mode) { mode = 0; }
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self->Alpha = clamp(alpha, 0., 1.);
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self->RenderStyle = ERenderStyle(mode);
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return 0;
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}
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//===========================================================================
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//===========================================================================
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//
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//
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// A_FadeIn
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// A_FadeIn
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@ -218,6 +218,7 @@ ACTOR Actor native //: Thinker
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native void A_LogInt(int whattoprint);
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native void A_LogInt(int whattoprint);
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native void A_LogFloat(float whattoprint);
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native void A_LogFloat(float whattoprint);
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native void A_SetTranslucent(float alpha, int style = 0);
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native void A_SetTranslucent(float alpha, int style = 0);
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native void A_SetRenderStyle(float alpha, int style);
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action native A_FadeIn(float reduce = 0.1, int flags = 0);
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action native A_FadeIn(float reduce = 0.1, int flags = 0);
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action native A_FadeOut(float reduce = 0.1, int flags = 1); //bool remove == true
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action native A_FadeOut(float reduce = 0.1, int flags = 1); //bool remove == true
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native void A_FadeTo(float target, float amount = 0.1, int flags = 0);
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native void A_FadeTo(float target, float amount = 0.1, int flags = 0);
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@ -690,3 +690,21 @@ enum
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VRF_NOANGLE = VRF_NOANGLESTART|VRF_NOANGLEEND,
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VRF_NOANGLE = VRF_NOANGLESTART|VRF_NOANGLEEND,
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VRF_NOPITCH = VRF_NOPITCHSTART|VRF_NOPITCHEND,
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VRF_NOPITCH = VRF_NOPITCHSTART|VRF_NOPITCHEND,
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};
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};
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enum
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{
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STYLE_None,
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STYLE_Normal,
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STYLE_Fuzzy,
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STYLE_SoulTrans,
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STYLE_OptFuzzy,
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STYLE_Stencil,
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STYLE_Translucent,
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STYLE_Add,
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STYLE_Shaded,
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STYLE_TranslucentStencil,
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STYLE_Shadow,
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STYLE_Subtract,
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STYLE_AddStencil,
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STYLE_AddShaded,
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};
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