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- Exhumed: Tidy up a bunch of small player functions.
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parent
0467b02393
commit
3e4dd94fe5
1 changed files with 50 additions and 61 deletions
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@ -103,9 +103,11 @@ size_t MarkPlayers()
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void SetSavePoint(int nPlayer, const DVector3& pos, sectortype* pSector, DAngle nAngle)
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void SetSavePoint(int nPlayer, const DVector3& pos, sectortype* pSector, DAngle nAngle)
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{
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{
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PlayerList[nPlayer].sPlayerSave.pos = pos;
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const auto pPlayer = &PlayerList[nPlayer];
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PlayerList[nPlayer].sPlayerSave.pSector = pSector;
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PlayerList[nPlayer].sPlayerSave.nAngle = nAngle;
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pPlayer->sPlayerSave.pos = pos;
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pPlayer->sPlayerSave.pSector = pSector;
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pPlayer->sPlayerSave.nAngle = nAngle;
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}
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}
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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@ -116,11 +118,14 @@ void SetSavePoint(int nPlayer, const DVector3& pos, sectortype* pSector, DAngle
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void InitPlayer()
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void InitPlayer()
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{
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{
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for (int i = 0; i < kMaxPlayers; i++) {
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for (int i = 0; i < kMaxPlayers; i++)
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PlayerList[i].pActor = nullptr;
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{
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PlayerList[i].Angles = {};
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const auto pPlayer = &PlayerList[i];
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PlayerList[i].pPlayerPushSect = nullptr;
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PlayerList[i].pPlayerViewSect = nullptr;
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pPlayer->pActor = nullptr;
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pPlayer->Angles = {};
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pPlayer->pPlayerPushSect = nullptr;
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pPlayer->pPlayerViewSect = nullptr;
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}
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}
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}
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}
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@ -137,32 +142,26 @@ void InitPlayerKeys(int nPlayer)
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void InitPlayerInventory(int nPlayer)
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void InitPlayerInventory(int nPlayer)
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{
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{
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memset(&PlayerList[nPlayer], 0, sizeof(Player));
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const auto pPlayer = &PlayerList[nPlayer];
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memset(pPlayer, 0, sizeof(Player));
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PlayerList[nPlayer].nItem = -1;
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PlayerList[nPlayer].nPlayerSwear = 4;
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ResetPlayerWeapons(nPlayer);
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ResetPlayerWeapons(nPlayer);
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PlayerList[nPlayer].nLives = kDefaultLives;
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pPlayer->nItem = -1;
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pPlayer->nPlayerSwear = 4;
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pPlayer->nLives = kDefaultLives;
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pPlayer->pActor = nullptr;
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pPlayer->Angles = {};
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pPlayer->nRun = -1;
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pPlayer->nPistolClip = 6;
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pPlayer->nPlayerClip = 0;
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pPlayer->nCurrentWeapon = 0;
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pPlayer->nPlayerScore = 0;
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PlayerList[nPlayer].pActor = nullptr;
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if (nPlayer == nLocalPlayer)
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PlayerList[nPlayer].Angles = {};
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PlayerList[nPlayer].nRun = -1;
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PlayerList[nPlayer].nPistolClip = 6;
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PlayerList[nPlayer].nPlayerClip = 0;
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PlayerList[nPlayer].nCurrentWeapon = 0;
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if (nPlayer == nLocalPlayer) {
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automapMode = am_off;
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automapMode = am_off;
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}
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PlayerList[nPlayer].nPlayerScore = 0;
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auto pixels = GetRawPixels(tileGetTextureID(kTile3571 + nPlayer));
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const auto pixels = GetRawPixels(tileGetTextureID(kTile3571 + nPlayer));
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PlayerList[nPlayer].nPlayerColor = pixels[tileWidth(nPlayer + kTile3571) * tileHeight(nPlayer + kTile3571) / 2];
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PlayerList[nPlayer].nPlayerColor = pixels[tileWidth(nPlayer + kTile3571) * tileHeight(nPlayer + kTile3571) / 2];
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}
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}
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@ -343,9 +342,8 @@ void RestartPlayer(int nPlayer)
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int GrabPlayer()
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int GrabPlayer()
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{
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{
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if (PlayerCount >= kMaxPlayers) {
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if (PlayerCount >= kMaxPlayers)
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return -1;
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return -1;
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}
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return PlayerCount++;
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return PlayerCount++;
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}
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}
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@ -456,29 +454,20 @@ void StartDeathSeq(int nPlayer, int nVal)
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int AddAmmo(int nPlayer, int nWeapon, int nAmmoAmount)
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int AddAmmo(int nPlayer, int nWeapon, int nAmmoAmount)
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{
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{
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if (!nAmmoAmount) {
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const auto pPlayer = &PlayerList[nPlayer];
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if (!nAmmoAmount)
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nAmmoAmount = 1;
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nAmmoAmount = 1;
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}
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int nCurAmmo = PlayerList[nPlayer].nAmmo[nWeapon];
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const int nCurAmmo = pPlayer->nAmmo[nWeapon];
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if (nCurAmmo >= 300 && nAmmoAmount > 0) {
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if (nCurAmmo >= 300 && nAmmoAmount > 0)
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return 0;
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return 0;
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}
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nAmmoAmount = nCurAmmo + nAmmoAmount;
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pPlayer->nAmmo[nWeapon] = min(nCurAmmo + nAmmoAmount, 300);
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if (nAmmoAmount > 300) {
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nAmmoAmount = 300;
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}
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PlayerList[nPlayer].nAmmo[nWeapon] = nAmmoAmount;
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if (nWeapon == 1 && !pPlayer->nPistolClip)
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pPlayer->nPistolClip = 6;
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if (nWeapon == 1)
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{
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if (!PlayerList[nPlayer].nPistolClip) {
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PlayerList[nPlayer].nPistolClip = 6;
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}
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}
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return 1;
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return 1;
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}
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}
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@ -491,25 +480,23 @@ int AddAmmo(int nPlayer, int nWeapon, int nAmmoAmount)
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void SetPlayerMummified(int nPlayer, int bIsMummified)
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void SetPlayerMummified(int nPlayer, int bIsMummified)
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{
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{
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DExhumedActor* pActor = PlayerList[nPlayer].pActor;
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const auto pPlayer = &PlayerList[nPlayer];
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const auto pPlayerActor = pPlayer->pActor;
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pActor->vel.Y = 0;
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pPlayerActor->vel.XY().Zero();
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pActor->vel.X = 0;
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PlayerList[nPlayer].bIsMummified = bIsMummified;
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if ((pPlayer->bIsMummified = bIsMummified))
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if (bIsMummified)
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{
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{
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PlayerList[nPlayer].nAction = 13;
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pPlayer->nAction = 13;
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PlayerList[nPlayer].nSeq = kSeqMummy;
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pPlayer->nSeq = kSeqMummy;
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}
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}
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else
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else
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{
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{
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PlayerList[nPlayer].nAction = 0;
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pPlayer->nAction = 0;
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PlayerList[nPlayer].nSeq = kSeqJoe;
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pPlayer->nSeq = kSeqJoe;
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}
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}
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PlayerList[nPlayer].nSeqSize = 0;
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pPlayer->nSeqSize = 0;
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}
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}
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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@ -520,9 +507,11 @@ void SetPlayerMummified(int nPlayer, int bIsMummified)
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void ShootStaff(int nPlayer)
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void ShootStaff(int nPlayer)
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{
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{
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PlayerList[nPlayer].nAction = 15;
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const auto pPlayer = &PlayerList[nPlayer];
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PlayerList[nPlayer].nSeqSize = 0;
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PlayerList[nPlayer].nSeq = kSeqJoe;
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pPlayer->nAction = 15;
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pPlayer->nSeqSize = 0;
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pPlayer->nSeq = kSeqJoe;
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}
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}
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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