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- Added Gez's GetArmorType submission
SVN r1636 (trunk)
This commit is contained in:
parent
9d4c87c18f
commit
8c3a816428
8 changed files with 51 additions and 3 deletions
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@ -1,4 +1,7 @@
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June 2, 2009
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June 5, 2009 (Changes by Graf Zahl)
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- Added Gez's GetArmorType submission
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June 2, 2009
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- Swapped snes_spc out for the full Game Music Emu library.
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- Swapped snes_spc out for the full Game Music Emu library.
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June 2, 2009 (Changes by Graf Zahl)
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June 2, 2009 (Changes by Graf Zahl)
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@ -22,7 +22,7 @@ IMPLEMENT_CLASS (AHexenArmor)
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void ABasicArmor::Serialize (FArchive &arc)
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void ABasicArmor::Serialize (FArchive &arc)
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{
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{
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Super::Serialize (arc);
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Super::Serialize (arc);
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arc << SavePercent << BonusCount << MaxAbsorb << MaxFullAbsorb << AbsorbCount;
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arc << SavePercent << BonusCount << MaxAbsorb << MaxFullAbsorb << AbsorbCount << ArmorType;
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}
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}
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//===========================================================================
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//===========================================================================
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@ -77,6 +77,7 @@ AInventory *ABasicArmor::CreateCopy (AActor *other)
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copy->MaxAmount = MaxAmount;
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copy->MaxAmount = MaxAmount;
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copy->Icon = Icon;
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copy->Icon = Icon;
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copy->BonusCount = BonusCount;
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copy->BonusCount = BonusCount;
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copy->ArmorType = ArmorType;
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GoAwayAndDie ();
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GoAwayAndDie ();
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return copy;
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return copy;
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}
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}
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@ -237,6 +238,7 @@ bool ABasicArmorPickup::Use (bool pickup)
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armor->Icon = Icon;
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armor->Icon = Icon;
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armor->MaxAbsorb = MaxAbsorb;
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armor->MaxAbsorb = MaxAbsorb;
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armor->MaxFullAbsorb = MaxFullAbsorb;
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armor->MaxFullAbsorb = MaxFullAbsorb;
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armor->ArmorType = this->GetClass()->TypeName;
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return true;
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return true;
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}
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}
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@ -320,6 +322,7 @@ bool ABasicArmorBonus::Use (bool pickup)
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armor->Icon = Icon;
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armor->Icon = Icon;
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armor->SavePercent = SavePercent;
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armor->SavePercent = SavePercent;
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armor->MaxAbsorb = MaxAbsorb;
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armor->MaxAbsorb = MaxAbsorb;
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armor->ArmorType = this->GetClass()->TypeName;
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armor->MaxFullAbsorb = MaxFullAbsorb;
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armor->MaxFullAbsorb = MaxFullAbsorb;
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}
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}
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@ -379,6 +379,7 @@ public:
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int MaxAbsorb;
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int MaxAbsorb;
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int MaxFullAbsorb;
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int MaxFullAbsorb;
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int BonusCount;
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int BonusCount;
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FNameNoInit ArmorType;
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};
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};
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// BasicArmorPickup replaces the armor you have.
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// BasicArmorPickup replaces the armor you have.
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@ -101,6 +101,9 @@ xx(ArtiSuperHealth)
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xx(MedicalKit)
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xx(MedicalKit)
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xx(MedPatch)
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xx(MedPatch)
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// Armor
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xx(BasicArmor)
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// The Wings of Wrath
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// The Wings of Wrath
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xx(ArtiFly)
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xx(ArtiFly)
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@ -72,6 +72,8 @@
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#include "m_png.h"
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#include "m_png.h"
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#include "p_setup.h"
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#include "p_setup.h"
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#include "g_shared/a_pickups.h"
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extern FILE *Logfile;
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extern FILE *Logfile;
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FRandom pr_acs ("ACS");
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FRandom pr_acs ("ACS");
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@ -2799,6 +2801,7 @@ enum EACSFunctions
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ACSF_GetAirSupply,
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ACSF_GetAirSupply,
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ACSF_SetAirSupply,
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ACSF_SetAirSupply,
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ACSF_SetSkyScrollSpeed,
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ACSF_SetSkyScrollSpeed,
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ACSF_GetArmorType,
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};
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};
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int DLevelScript::SideFromID(int id, int side)
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int DLevelScript::SideFromID(int id, int side)
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@ -2942,6 +2945,21 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, SDWORD *args)
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return 1;
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return 1;
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}
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}
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case ACSF_GetArmorType:
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{
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if (args[1] < 0 || args[1] >= MAXPLAYERS || !playeringame[args[1]])
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{
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return 0;
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}
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else
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{
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FName p(FBehavior::StaticLookupString(args[0]));
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ABasicArmor * armor = (ABasicArmor *) players[args[1]].mo->FindInventory(NAME_BasicArmor);
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if (armor->ArmorType == p) return 1;
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}
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return 0;
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}
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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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@ -524,6 +524,25 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfInTargetInventory)
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DoJumpIfInventory(self->target, PUSH_PARAMINFO);
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DoJumpIfInventory(self->target, PUSH_PARAMINFO);
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}
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}
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//==========================================================================
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//
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// State jump function
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//
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//==========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfArmorType)
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{
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ACTION_PARAM_START(3);
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ACTION_PARAM_NAME(Type, 0);
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ACTION_PARAM_STATE(JumpOffset, 1);
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ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
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ABasicArmor * armor = (ABasicArmor *) self->FindInventory(NAME_BasicArmor);
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if (armor && armor->ArmorType == Type)
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ACTION_JUMP(JumpOffset);
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}
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//==========================================================================
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//==========================================================================
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//
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//
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// Parameterized version of A_Explode
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// Parameterized version of A_Explode
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@ -75,7 +75,7 @@
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// SAVESIG should match SAVEVER.
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// SAVESIG should match SAVEVER.
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// MINSAVEVER is the minimum level snapshot version that can be loaded.
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// MINSAVEVER is the minimum level snapshot version that can be loaded.
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#define MINSAVEVER 1619
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#define MINSAVEVER 1636
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#if SVN_REVISION_NUMBER < MINSAVEVER
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#if SVN_REVISION_NUMBER < MINSAVEVER
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// Never write a savegame with a version lower than what we need
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// Never write a savegame with a version lower than what we need
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@ -175,6 +175,7 @@ ACTOR Actor native //: Thinker
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action native A_JumpIfHealthLower(int health, state label);
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action native A_JumpIfHealthLower(int health, state label);
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action native A_JumpIfCloser(float distance, state label);
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action native A_JumpIfCloser(float distance, state label);
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action native A_JumpIfInventory(class<Inventory> itemtype, int itemamount, state label);
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action native A_JumpIfInventory(class<Inventory> itemtype, int itemamount, state label);
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action native A_JumpIfArmorType(string Type, state label);
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action native A_GiveInventory(class<Inventory> itemtype, int amount = 0);
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action native A_GiveInventory(class<Inventory> itemtype, int amount = 0);
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action native A_TakeInventory(class<Inventory> itemtype, int amount = 0);
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action native A_TakeInventory(class<Inventory> itemtype, int amount = 0);
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action native A_SpawnItem(class<Actor> itemtype, float distance = 0, float zheight = 0, bool useammo = true, bool transfer_translation = false);
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action native A_SpawnItem(class<Actor> itemtype, float distance = 0, float zheight = 0, bool useammo = true, bool transfer_translation = false);
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