mirror of
https://github.com/1dot13/source.git
synced 2026-07-29 13:52:17 +02:00
Merged New Inventory Project into main branch
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1871 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+52
-52
@@ -1,6 +1,6 @@
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#ifdef PRECOMPILEDHEADERS
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#include "Utils All.h"
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#include "interface control.h"
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#include "interface control.h"
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#else
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#include <windows.h>
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#include <mmsystem.h>
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@@ -29,7 +29,7 @@ UINT32 guiBaseJA2NoPauseClock = 0;
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BOOLEAN gfPauseClock = FALSE;
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INT32 giTimerIntervals[ NUMTIMERS ] =
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{
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{
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5, // Tactical Overhead
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20, // NEXTSCROLL
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200, // Start Scroll
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@@ -93,7 +93,7 @@ extern INT32 giCommonGlowBaseTime;
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extern INT32 giFlashAssignBaseTime;
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extern INT32 giFlashContractBaseTime;
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extern UINT32 guiFlashCursorBaseTime;
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extern INT32 giPotCharPathBaseTime;
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extern INT32 giPotCharPathBaseTime;
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UINT32 InitializeJA2TimerCallback( UINT32 uiDelay, LPTIMECALLBACK TimerProc, UINT32 uiUser );
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@@ -136,40 +136,40 @@ void CALLBACK TimeProc( UINT uID, UINT uMsg, DWORD dwUser, DWORD dw1, DWORD dw2
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#ifndef BOUNDS_CHECKER
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// If mapscreen...
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if( guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN )
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{
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// IN Mapscreen, loop through player's team.....
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for ( gCNT = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; gCNT <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; gCNT++ )
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{
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gPSOLDIER = MercPtrs[ gCNT ];
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UPDATETIMECOUNTER( gPSOLDIER->PortraitFlashCounter );
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UPDATETIMECOUNTER( gPSOLDIER->PanelAnimateCounter );
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}
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}
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else
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{
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// Set update flags for soldiers
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////////////////////////////
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for ( gCNT = 0; gCNT < guiNumMercSlots; gCNT++ )
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{
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gPSOLDIER = MercSlots[ gCNT ];
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// If mapscreen...
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if( guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN )
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{
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// IN Mapscreen, loop through player's team.....
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for ( gCNT = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; gCNT <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; gCNT++ )
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{
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gPSOLDIER = MercPtrs[ gCNT ];
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UPDATETIMECOUNTER( gPSOLDIER->timeCounters.PortraitFlashCounter );
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UPDATETIMECOUNTER( gPSOLDIER->timeCounters.PanelAnimateCounter );
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}
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}
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else
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{
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// Set update flags for soldiers
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////////////////////////////
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for ( gCNT = 0; gCNT < guiNumMercSlots; gCNT++ )
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{
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gPSOLDIER = MercSlots[ gCNT ];
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if ( gPSOLDIER != NULL )
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{
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UPDATETIMECOUNTER( gPSOLDIER->UpdateCounter );
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UPDATETIMECOUNTER( gPSOLDIER->DamageCounter );
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UPDATETIMECOUNTER( gPSOLDIER->ReloadCounter );
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UPDATETIMECOUNTER( gPSOLDIER->FlashSelCounter );
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UPDATETIMECOUNTER( gPSOLDIER->BlinkSelCounter );
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UPDATETIMECOUNTER( gPSOLDIER->PortraitFlashCounter );
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UPDATETIMECOUNTER( gPSOLDIER->AICounter );
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UPDATETIMECOUNTER( gPSOLDIER->FadeCounter );
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UPDATETIMECOUNTER( gPSOLDIER->NextTileCounter );
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UPDATETIMECOUNTER( gPSOLDIER->PanelAnimateCounter );
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}
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}
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}
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if ( gPSOLDIER != NULL )
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{
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UPDATETIMECOUNTER( gPSOLDIER->timeCounters.UpdateCounter );
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UPDATETIMECOUNTER( gPSOLDIER->timeCounters.DamageCounter );
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UPDATETIMECOUNTER( gPSOLDIER->timeCounters.ReloadCounter );
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UPDATETIMECOUNTER( gPSOLDIER->timeCounters.FlashSelCounter );
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UPDATETIMECOUNTER( gPSOLDIER->timeCounters.BlinkSelCounter );
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UPDATETIMECOUNTER( gPSOLDIER->timeCounters.PortraitFlashCounter );
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UPDATETIMECOUNTER( gPSOLDIER->timeCounters.AICounter );
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UPDATETIMECOUNTER( gPSOLDIER->timeCounters.FadeCounter );
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UPDATETIMECOUNTER( gPSOLDIER->timeCounters.NextTileCounter );
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UPDATETIMECOUNTER( gPSOLDIER->timeCounters.PanelAnimateCounter );
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}
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}
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}
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#endif
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}
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@@ -203,28 +203,28 @@ BOOLEAN InitializeJA2Clock(void)
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if ( mmResult != TIMERR_NOERROR )
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{
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DebugMsg( TOPIC_JA2, DBG_LEVEL_3, "Could not get timer properties");
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DebugMsg( TOPIC_JA2, DBG_LEVEL_3, "Could not get timer properties");
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}
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// Set timer at lowest resolution. Could use middle of lowest/highest, we'll see how this performs first
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gTimerID = timeSetEvent( BASETIMESLICE, BASETIMESLICE, TimeProc, (DWORD)0, TIME_PERIODIC );
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if ( !gTimerID )
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{
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DebugMsg( TOPIC_JA2, DBG_LEVEL_3, "Could not create timer callback");
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DebugMsg( TOPIC_JA2, DBG_LEVEL_3, "Could not create timer callback");
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}
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#endif
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return TRUE;
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return TRUE;
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}
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void ShutdownJA2Clock(void)
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void ShutdownJA2Clock(void)
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{
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// Make sure we kill the timer
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// Make sure we kill the timer
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#ifdef CALLBACKTIMER
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timeKillEvent( gTimerID );
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timeKillEvent( gTimerID );
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#endif
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@@ -242,18 +242,18 @@ UINT32 InitializeJA2TimerCallback( UINT32 uiDelay, LPTIMECALLBACK TimerProc, UIN
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if ( mmResult != TIMERR_NOERROR )
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{
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DebugMsg( TOPIC_JA2, DBG_LEVEL_3, "Could not get timer properties");
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DebugMsg( TOPIC_JA2, DBG_LEVEL_3, "Could not get timer properties");
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}
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// Set timer at lowest resolution. Could use middle of lowest/highest, we'll see how this performs first
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TimerID = timeSetEvent( (UINT)uiDelay, (UINT)uiDelay, TimerProc, (DWORD)uiUser, TIME_PERIODIC );
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if ( !TimerID )
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{
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DebugMsg( TOPIC_JA2, DBG_LEVEL_3, "Could not create timer callback");
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DebugMsg( TOPIC_JA2, DBG_LEVEL_3, "Could not create timer callback");
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}
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return ( (UINT32)TimerID );
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return ( (UINT32)TimerID );
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}
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@@ -271,7 +271,7 @@ UINT32 InitializeJA2TimerID( UINT32 uiDelay, UINT32 uiCallbackID, UINT32 uiUser
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return( InitializeJA2TimerCallback( uiDelay, FlashItem, uiUser ) );
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break;
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}
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// invalid callback id
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@@ -316,7 +316,7 @@ void CheckCustomizableTimer( void )
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if ( TIMECOUNTERDONE( giTimerCustomizable, 0 ) )
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{
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// set the callback to a temp variable so we can reset the global variable
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// before calling the callback, so that if the callback sets up another
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// before calling the callback, so that if the callback sets up another
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// instance of the timer, we don't reset it afterwards
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CUSTOMIZABLE_TIMER_CALLBACK pTempCallback;
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@@ -337,8 +337,8 @@ void ResetJA2ClockGlobalTimers( void )
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guiCompressionStringBaseTime = uiCurrentTime;
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giFlashHighlightedItemBaseTime = uiCurrentTime;
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giCompatibleItemBaseTime = uiCurrentTime;
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giAnimateRouteBaseTime = uiCurrentTime;
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giPotHeliPathBaseTime = uiCurrentTime;
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giAnimateRouteBaseTime = uiCurrentTime;
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giPotHeliPathBaseTime = uiCurrentTime;
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giClickHeliIconBaseTime = uiCurrentTime;
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giExitToTactBaseTime = uiCurrentTime;
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guiSectorLocatorBaseTime = uiCurrentTime;
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@@ -347,5 +347,5 @@ void ResetJA2ClockGlobalTimers( void )
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giFlashAssignBaseTime = uiCurrentTime;
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giFlashContractBaseTime = uiCurrentTime;
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guiFlashCursorBaseTime = uiCurrentTime;
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giPotCharPathBaseTime = uiCurrentTime;
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giPotCharPathBaseTime = uiCurrentTime;
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}
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