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https://github.com/ZDoom/raze-gles.git
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- SW: Comment out all boat code, it's actually not used within the game at all and was very confusing...
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parent
cb7e797842
commit
8625ac573d
6 changed files with 26 additions and 8 deletions
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@ -1832,7 +1832,7 @@ struct SECTOR_OBJECTstruct
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#define SO_TURRET_MGUN 96 // machine gun
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#define SO_TURRET 97
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#define SO_TANK 98
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#define SO_SPEED_BOAT 99
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// #define SO_SPEED_BOAT 99
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#define SO_EMPTY(sop) ((sop)->xmid == INT32_MAX)
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@ -36,7 +36,7 @@ BEGIN_SW_NS
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void DoPlayerHorizon(PLAYERp pp, fixed_t const q16horz, double const scaleAdjust);
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void DoPlayerTurn(PLAYERp pp, fixed_t const q16avel, double const scaleAdjust);
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void DoPlayerTurnBoat(PLAYERp pp, fixed_t q16avel);
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// void DoPlayerTurnBoat(PLAYERp pp, fixed_t q16avel);
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void DoPlayerTurnTank(PLAYERp pp, fixed_t q16avel, int z, int floor_dist);
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void DoPlayerMoveTurret(PLAYERp pp, fixed_t q16avel, fixed_t q16horz, double const scaleAdjust);
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@ -289,8 +289,10 @@ static void processMovement(PLAYERp const pp, ControlInfo* const hidInput, bool
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if (TEST(pp->Flags2, PF2_INPUT_CAN_TURN_GENERAL))
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DoPlayerTurn(pp, q16avel, scaleAdjust);
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#if 0
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if (TEST(pp->Flags2, PF2_INPUT_CAN_TURN_BOAT))
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DoPlayerTurnBoat(pp, q16avel);
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#endif
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if (TEST(pp->Flags2, PF2_INPUT_CAN_TURN_TANK))
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DoPlayerTurnTank(pp, q16avel, pp->posz + Z(10), labs(pp->posz + Z(10) - pp->sop->floor_loz));
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@ -460,7 +460,7 @@ int WeaponOperate(PLAYERp pp)
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case SO_TANK:
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case SO_TURRET:
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case SO_TURRET_MGUN:
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case SO_SPEED_BOAT:
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// case SO_SPEED_BOAT:
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if (!TEST(pp->sop->flags, SOBJ_HAS_WEAPON))
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break;
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@ -163,10 +163,10 @@ void DoPlayerBeginClimb(PLAYERp pp);
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void DoPlayerClimb(PLAYERp pp);
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void DoPlayerBeginDie(PLAYERp pp);
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void DoPlayerDie(PLAYERp pp);
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void DoPlayerBeginOperateBoat(PLAYERp pp);
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// void DoPlayerBeginOperateBoat(PLAYERp pp);
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void DoPlayerBeginOperateTank(PLAYERp pp);
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void DoPlayerBeginOperate(PLAYERp pp);
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void DoPlayerOperateBoat(PLAYERp pp);
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// void DoPlayerOperateBoat(PLAYERp pp);
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void DoPlayerOperateTank(PLAYERp pp);
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void DoPlayerOperateTurret(PLAYERp pp);
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void DoPlayerBeginDive(PLAYERp pp);
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@ -1619,6 +1619,7 @@ DoPlayerTurn(PLAYERp pp, fixed_t const q16avel, double const scaleAdjust)
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}
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}
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#if 0
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void
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DoPlayerTurnBoat(PLAYERp pp, fixed_t q16avel)
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{
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@ -1638,10 +1639,11 @@ DoPlayerTurnBoat(PLAYERp pp, fixed_t q16avel)
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if (q16avel != 0)
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{
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pp->q16ang = (pp->q16ang * q16avel) & 0x7FFFFFF;
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pp->q16ang = (pp->q16ang + q16avel) & 0x7FFFFFF;
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sprite[pp->PlayerSprite].ang = FixedToInt(pp->q16ang);
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}
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}
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#endif
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void
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DoPlayerTurnTank(PLAYERp pp, fixed_t q16avel, int z, int floor_dist)
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@ -2585,6 +2587,7 @@ void StopSOsound(short sectnum)
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}
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}
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#if 0
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void
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DoPlayerMoveBoat(PLAYERp pp)
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{
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@ -2668,6 +2671,7 @@ DoPlayerMoveBoat(PLAYERp pp)
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DoPlayerHorizon(pp, pp->input.q16horz, 1);
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}
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}
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#endif
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void DoTankTreads(PLAYERp pp)
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{
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@ -5334,6 +5338,7 @@ DoPlayerWade(PLAYERp pp)
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}
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#if 0
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void
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DoPlayerBeginOperateBoat(PLAYERp pp)
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{
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@ -5353,6 +5358,7 @@ DoPlayerBeginOperateBoat(PLAYERp pp)
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NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Run);
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}
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#endif
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void
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DoPlayerBeginOperateTank(PLAYERp pp)
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@ -5534,6 +5540,7 @@ DoPlayerBeginOperate(PLAYERp pp)
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pp->posz = fz - PLAYER_HEIGHT;
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DoPlayerBeginOperateTurret(pp);
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break;
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#if 0
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case SO_SPEED_BOAT:
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if (pp->input.fvel|pp->input.svel)
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PlaySOsound(pp->sop->mid_sector, SO_DRIVE_SOUND);
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@ -5542,6 +5549,7 @@ DoPlayerBeginOperate(PLAYERp pp)
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pp->posz = fz - PLAYER_HEIGHT;
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DoPlayerBeginOperateBoat(pp);
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break;
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#endif
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default:
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return;
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}
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@ -5622,6 +5630,7 @@ DoPlayerBeginRemoteOperate(PLAYERp pp, SECTOR_OBJECTp sop)
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pp->posz = fz - PLAYER_HEIGHT;
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DoPlayerBeginOperateTurret(pp);
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break;
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#if 0
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case SO_SPEED_BOAT:
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if (pp->input.fvel|pp->input.svel)
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PlaySOsound(pp->sop->mid_sector, SO_DRIVE_SOUND);
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@ -5630,6 +5639,7 @@ DoPlayerBeginRemoteOperate(PLAYERp pp, SECTOR_OBJECTp sop)
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pp->posz = fz - PLAYER_HEIGHT;
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DoPlayerBeginOperateBoat(pp);
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break;
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#endif
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default:
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return;
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}
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@ -5777,6 +5787,7 @@ DoPlayerOperateTurret(PLAYERp pp)
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}
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#if 0
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void
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DoPlayerOperateBoat(PLAYERp pp)
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{
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@ -5815,6 +5826,7 @@ DoPlayerOperateBoat(PLAYERp pp)
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PlayerRemoteReset(pp, save_sectnum);
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}
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}
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#endif
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void
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DoPlayerOperateTank(PLAYERp pp)
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@ -7853,10 +7865,10 @@ static saveable_code saveable_player_code[] =
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SAVE_CODE(DoPlayerClimb),
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SAVE_CODE(DoPlayerBeginDie),
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//SAVE_CODE(DoPlayerDie),
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SAVE_CODE(DoPlayerBeginOperateBoat),
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//SAVE_CODE(DoPlayerBeginOperateBoat),
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SAVE_CODE(DoPlayerBeginOperateTank),
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SAVE_CODE(DoPlayerBeginOperate),
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SAVE_CODE(DoPlayerOperateBoat),
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//SAVE_CODE(DoPlayerOperateBoat),
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SAVE_CODE(DoPlayerOperateTank),
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SAVE_CODE(DoPlayerOperateTurret),
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SAVE_CODE(DoPlayerBeginDive),
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@ -1394,12 +1394,14 @@ SetupSectorObject(short sectnum, short tag)
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sop->vel = 0;
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SET(sop->flags, SOBJ_OPERATIONAL);
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break;
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#if 0
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case SO_SPEED_BOAT:
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sop->vel = 0;
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sop->bob_amt = Z(2);
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sop->bob_speed = 4;
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SET(sop->flags, SOBJ_OPERATIONAL);
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break;
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#endif
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default:
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SET(sop->flags, SOBJ_OPERATIONAL);
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break;
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@ -5985,6 +5985,7 @@ DoDamage(short SpriteNum, short Weapon)
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}
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break;
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#if 0
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case SO_SPEED_BOAT:
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damage = -100;
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@ -6010,6 +6011,7 @@ DoDamage(short SpriteNum, short Weapon)
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SpawnBlood(SpriteNum, Weapon, 0, 0, 0, 0);
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break;
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#endif
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}
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}
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