2016-03-01 15:47:10 +00:00
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/*
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** t_cmd.cpp
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** Emulation for selected Legacy console commands
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** Unfortunately Legacy allows full access of FS to the console
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** so everything that gets used by some map has to be emulated...
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**
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**---------------------------------------------------------------------------
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** Copyright 2005 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include <string.h>
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#include <stdio.h>
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#include "p_local.h"
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#include "doomdef.h"
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#include "doomstat.h"
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#include "c_dispatch.h"
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#include "sc_man.h"
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#include "g_level.h"
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#include "r_renderer.h"
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#include "d_player.h"
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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 void FS_Gimme(const char * what)
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{
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char buffer[80];
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// This is intentionally limited to the few items
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// it can handle in Legacy.
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if (!strnicmp(what, "health", 6)) what="health";
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else if (!strnicmp(what, "ammo", 4)) what="ammo";
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else if (!strnicmp(what, "armor", 5)) what="greenarmor";
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else if (!strnicmp(what, "keys", 4)) what="keys";
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else if (!strnicmp(what, "weapons", 7)) what="weapons";
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else if (!strnicmp(what, "chainsaw", 8)) what="chainsaw";
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else if (!strnicmp(what, "shotgun", 7)) what="shotgun";
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else if (!strnicmp(what, "supershotgun", 12)) what="supershotgun";
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else if (!strnicmp(what, "rocket", 6)) what="rocketlauncher";
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else if (!strnicmp(what, "plasma", 6)) what="plasmarifle";
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else if (!strnicmp(what, "bfg", 3)) what="BFG9000";
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else if (!strnicmp(what, "chaingun", 8)) what="chaingun";
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else if (!strnicmp(what, "berserk", 7)) what="Berserk";
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else if (!strnicmp(what, "map", 3)) what="Allmap";
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else if (!strnicmp(what, "fullmap", 7)) what="Allmap";
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else return;
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mysnprintf(buffer, countof(buffer), "give %.72s", what);
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AddCommandString(buffer);
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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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void FS_MapCmd(FScanner &sc)
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{
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char nextmap[9];
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int NextSkill = -1;
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int flags = CHANGELEVEL_RESETINVENTORY|CHANGELEVEL_RESETHEALTH;
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if (dmflags & DF_NO_MONSTERS)
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flags |= CHANGELEVEL_NOMONSTERS;
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sc.MustGetString();
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strncpy (nextmap, sc.String, 8);
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nextmap[8]=0;
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while (sc.GetString())
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{
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if (sc.Compare("-skill"))
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{
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sc.MustGetNumber();
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NextSkill = clamp<int>(sc.Number-1, 0, AllSkills.Size()-1);
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}
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else if (sc.Compare("-monsters"))
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{
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sc.MustGetNumber();
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if (sc.Number)
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flags &= ~CHANGELEVEL_NOMONSTERS;
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else
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flags |= CHANGELEVEL_NOMONSTERS;
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}
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else if (sc.Compare("-noresetplayers"))
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{
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flags &= ~(CHANGELEVEL_RESETINVENTORY|CHANGELEVEL_RESETHEALTH);
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}
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}
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G_ChangeLevel(nextmap, 0, flags, NextSkill);
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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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void FS_EmulateCmd(char * string)
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{
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FScanner sc;
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sc.OpenMem("RUNCMD", string, (int)strlen(string));
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while (sc.GetString())
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{
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if (sc.Compare("GIMME"))
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{
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while (sc.GetString())
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{
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if (!sc.Compare(";")) FS_Gimme(sc.String);
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else break;
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}
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}
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else if (sc.Compare("ALLOWJUMP"))
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{
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sc.MustGetNumber();
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if (sc.Number) dmflags = dmflags & ~DF_NO_JUMP;
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else dmflags=dmflags | DF_NO_JUMP;
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while (sc.GetString())
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{
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if (sc.Compare(";")) break;
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}
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}
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else if (sc.Compare("gravity"))
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{
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sc.MustGetFloat();
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level.gravity=(float)(sc.Float*800);
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while (sc.GetString())
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{
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if (sc.Compare(";")) break;
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}
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}
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else if (sc.Compare("viewheight"))
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{
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sc.MustGetFloat();
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2016-03-24 08:16:35 +00:00
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double playerviewheight = sc.Float;
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2016-03-01 15:47:10 +00:00
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for(int i=0;i<MAXPLAYERS;i++)
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{
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// No, this is not correct. But this is the way Legacy WADs expect it to be handled!
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if (players[i].mo != NULL) players[i].mo->ViewHeight = playerviewheight;
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players[i].viewheight = playerviewheight;
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players[i].Uncrouch();
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}
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while (sc.GetString())
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{
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if (sc.Compare(";")) break;
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}
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}
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else if (sc.Compare("map"))
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{
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FS_MapCmd(sc);
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}
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else if (sc.Compare("gr_fogdensity"))
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{
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sc.MustGetNumber();
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// Using this disables most MAPINFO fog options!
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Renderer->SetFogParams(sc.Number*70/400, 0xff000000, 0, 0);
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}
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else if (sc.Compare("gr_fogcolor"))
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{
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sc.MustGetString();
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level.fadeto = strtol(sc.String, NULL, 16);
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}
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else
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{
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// Skip unhandled commands
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while (sc.GetString())
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{
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if (sc.Compare(";")) break;
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}
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}
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}
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}
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