mirror of
https://github.com/ZDoom/raze-gles.git
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235 lines
5 KiB
C++
235 lines
5 KiB
C++
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#include "zstring.h"
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#include "gameconfigfile.h"
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#include "gamecontrol.h"
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#include "resourcefile.h"
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#include "sc_man.h"
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#include "i_specialpaths.h"
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#include "inputstate.h"
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#include "c_cvars.h"
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#include "../../glbackend/glbackend.h"
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// Currently there is no global state for the current game. This is a temporary workaround because the video init code needs to do a few things based on the active game.
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FString currentGame;
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namespace Duke
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{
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extern GameInterface Interface;
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}
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namespace Redneck
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{
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extern GameInterface Interface;
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}
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namespace Blood
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{
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extern GameInterface Interface;
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}
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namespace ShadowWarrior
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{
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extern GameInterface Interface;
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}
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GameInterface *CheckFrontend()
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{
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FILE* f = fopen("blood.rff", "rb");
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if (f)
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{
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currentGame = "Blood";
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fclose(f);
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return &Blood::Interface;
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}
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else
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{
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f = fopen("redneck.grp", "rb");
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if (f)
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{
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currentGame = "Redneck";
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fseek(f, 0, SEEK_END);
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auto pos = ftell(f);
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// Quick hack to distinguish these two. This won't survive until production but for testing it's sufficient.
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if (pos > 190'000'000) currentGame = "RedneckRides";
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fclose(f);
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return &Redneck::Interface;
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}
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else
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{
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f = fopen("sw.grp", "rb");
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if (f)
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{
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currentGame = "ShadowWarrior";
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fclose(f);
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return &ShadowWarrior::Interface;
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}
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f = fopen("fury.grp", "rb");
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if (f)
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{
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currentGame = "IonFury";
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fclose(f);
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return &Duke::Interface;
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}
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f = fopen("nam.grp", "rb");
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if (f)
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{
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currentGame = "Nam";
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fclose(f);
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return &Duke::Interface;
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}
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f = fopen("ww2gi.grp", "rb");
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if (f)
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{
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currentGame = "WW2GI";
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fclose(f);
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return &Duke::Interface;
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}
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else
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{
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currentGame = "Duke";
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}
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return &Duke::Interface;
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}
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}
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}
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void ChooseGame()
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{
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auto dir = Args->CheckValue("-game");
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if (dir && !chdir(dir))
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{
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gi = CheckFrontend();
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return;
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}
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TArray<FString> paths;
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std::vector<std::wstring> wgames;
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TArray<TASKDIALOG_BUTTON> buttons;
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char* token;
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FileReader fr;
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if (fr.OpenFile("./games.list"))
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{
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auto filedata = fr.ReadPadded(1);
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auto script = scriptfile_fromstring((char*)filedata.Data());
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int id = 1000;
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while (!scriptfile_eof(script))
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{
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scriptfile_getstring(script, &token);
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if (scriptfile_eof(script))
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{
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break;
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}
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FString game = token;
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scriptfile_getstring(script, &token);
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paths.Push(token);
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FStringf display("%s\n%s", game.GetChars(), token);
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wgames.push_back(display.WideString());
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buttons.Push({ id++, wgames.back().c_str() });
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}
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}
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if (paths.Size() == 0)
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{
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exit(1);
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}
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int nResult = 0;
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TASKDIALOGCONFIG stTaskConfig;
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ZeroMemory(&stTaskConfig, sizeof(stTaskConfig));
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stTaskConfig.cbSize = sizeof(TASKDIALOGCONFIG);
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stTaskConfig.hwndParent = NULL;
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stTaskConfig.hInstance = NULL;
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stTaskConfig.dwFlags = TDF_ALLOW_DIALOG_CANCELLATION| TDF_USE_COMMAND_LINKS;
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if (!gi)
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{
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// Open a popup to select the game.
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// The entire startup code just doesn't work right if this isn't checked as the very first thing.
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stTaskConfig.pszWindowTitle = L"Demolition";
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stTaskConfig.pszMainInstruction = L"Choose your game";
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stTaskConfig.pszContent = L"";
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stTaskConfig.cButtons = buttons.Size();
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stTaskConfig.pButtons = buttons.Data();
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stTaskConfig.nDefaultButton = 1000;
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if (SUCCEEDED(TaskDialogIndirect(&stTaskConfig, &nResult, NULL, NULL)))
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{
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if (nResult >= 1000 && nResult < 1000 +(int)buttons.Size())
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{
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nResult -= 1000;
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chdir(paths[nResult]);
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gi = CheckFrontend();
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}
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}
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if (gi == nullptr) exit(1);
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}
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}
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std::unique_ptr<FResourceFile> engine_res;
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// The resourge manager in cache1d is far too broken to add some arbitrary file without some adjustment.
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// For now, keep this file here, until the resource management can be redone in a more workable fashion.
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extern FString progdir;
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void InitBaseRes()
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{
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if (!engine_res)
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{
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// If we get here for the first time, load the engine-internal data.
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FString baseres = progdir + "demolition.pk3";
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engine_res.reset(FResourceFile::OpenResourceFile(baseres, true, true));
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if (!engine_res)
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{
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I_Error("Engine resources (%s) not found", baseres.GetChars());
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}
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}
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}
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FileReader openFromBaseResource(const char* fn)
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{
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InitBaseRes();
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auto lump = engine_res->FindLump(fn);
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if (lump) return lump->NewReader();
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// Also look in game filtered directories.
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FStringf filtername("filter/game-%s/%s", currentGame.GetChars(), fn);
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lump = engine_res->FindLump(filtername);
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if (lump) return lump->NewReader();
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return FileReader(nullptr);
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}
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int GameMain()
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{
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try
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{
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// Write to the DOCUMENTS directory, not the game directory
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FString logpath = M_GetDocumentsPath() + "demolition.log";
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OSD_SetLogFile(logpath);
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CONFIG_ReadCombatMacros();
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// Startup dialog must be presented here so that everything can be set up before reading the keybinds.
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G_LoadConfig(currentGame);
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CONFIG_Init();
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r = gi->app_main(buildargc, (const char**)buildargv);
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}
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catch (const std::runtime_error & err)
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{
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wm_msgbox("Error", "%s", err.what());
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return 3;
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}
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catch (const ExitEvent & exit)
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{
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// Just let the rest of the function execute.
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r = exit.Reason();
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}
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}
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