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Feature improvement: the prisoner system now distinguishes between different types of prisoners (admin, regular, elite). Advanced troops are harder to interrogate, but have a high chance of retaining their rank, should they join yor militia.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6219 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+96
-18
@@ -3665,12 +3665,7 @@ void HandleNPCTeamMemberDeath( SOLDIERTYPE *pSoldierOld )
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// Flugente: if this was a prisoner of war, reduce their sector count by 1
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if ( pSoldierOld->bSoldierFlagMask & SOLDIER_POW_PRISON )
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{
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// get sector
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SECTORINFO *pSector = &SectorInfo[ SECTOR( gWorldSectorX, gWorldSectorY ) ];
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if ( pSector )
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pSector->uiNumberOfPrisonersOfWar = max(0, pSector->uiNumberOfPrisonersOfWar - 1);
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}
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KillOnePrisoner( &SectorInfo[ SECTOR( gWorldSectorX, gWorldSectorY ) ] );
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}
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else if ( pSoldierOld->bTeam == MILITIA_TEAM )
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{
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@@ -6548,15 +6543,16 @@ void PrisonerMessageBoxCallBack( UINT8 ubExitValue )
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szPrisonerTextStr[STR_PRISONER_RELEASED] );
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}
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UINT32 prisonerstobemoved = 0;
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UINT16 prisonerstobemoved = 0;
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UINT8 prisonersspecial = 0, prisonerselite = 0, prisonersregular = 0, prisonersadmin = 0;
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BOOLEAN success = FALSE;
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if ( !gbWorldSectorZ )
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{
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SECTORINFO *pSectorInfo = &( SectorInfo[ SECTOR( gWorldSectorX, gWorldSectorY ) ] );
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prisonerstobemoved = pSectorInfo->uiNumberOfPrisonersOfWar;
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prisonerstobemoved = GetNumberOrPrisoners( pSectorInfo, &prisonersspecial, &prisonerselite, &prisonersregular, &prisonersadmin );
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pSectorInfo->uiNumberOfPrisonersOfWar = 0;
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DeleteAllPrisoners( pSectorInfo );
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if ( usSectorID > 0)
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{
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@@ -6566,7 +6562,7 @@ void PrisonerMessageBoxCallBack( UINT8 ubExitValue )
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{
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success = TRUE;
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pPrisonSectorInfo->uiNumberOfPrisonersOfWar += prisonerstobemoved;
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ChangeNumberOfPrisoners( pPrisonSectorInfo, prisonersspecial, prisonerselite, prisonersregular, prisonersadmin );
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CHAR16 wString[ 64 ];
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GetShortSectorString( SECTORX(usSectorID), SECTORY(usSectorID), wString );
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@@ -6578,9 +6574,9 @@ void PrisonerMessageBoxCallBack( UINT8 ubExitValue )
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{
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UNDERGROUND_SECTORINFO *pSectorInfo = FindUnderGroundSector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
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prisonerstobemoved = pSectorInfo->uiNumberOfPrisonersOfWar;
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prisonerstobemoved = GetNumberOrPrisoners( pSectorInfo, &prisonersspecial, &prisonerselite, &prisonersregular, &prisonersadmin );
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pSectorInfo->uiNumberOfPrisonersOfWar = 0;
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DeleteAllPrisoners( pSectorInfo );
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if ( usSectorID > 0)
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{
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@@ -6590,7 +6586,7 @@ void PrisonerMessageBoxCallBack( UINT8 ubExitValue )
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{
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success = TRUE;
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pPrisonSectorInfo->uiNumberOfPrisonersOfWar += prisonerstobemoved;
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ChangeNumberOfPrisoners( pPrisonSectorInfo, prisonersspecial, prisonerselite, prisonersregular, prisonersadmin );
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CHAR16 wString[ 64 ];
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GetShortSectorString( SECTORX(usSectorID), SECTORY(usSectorID), wString );
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@@ -6633,9 +6629,9 @@ void RemoveCapturedEnemiesFromSectorInfo( INT16 sMapX, INT16 sMapY, INT8 bMapZ )
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case SOLDIER_CLASS_ARMY: ubNumPrisonerTroop++; break;
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case SOLDIER_CLASS_ELITE: ubNumPrisonerElite++; break;
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default:
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// if none of the above classes, ignore this one
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continue;
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break;
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// if none of the above classes, ignore this one
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continue;
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break;
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}
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++ubNumPrisoners;
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@@ -6716,13 +6712,13 @@ void RemoveCapturedEnemiesFromSectorInfo( INT16 sMapX, INT16 sMapY, INT8 bMapZ )
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{
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SECTORINFO *pSectorInfo = &( SectorInfo[ SECTOR( sMapX, sMapY ) ] );
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pSectorInfo->uiNumberOfPrisonersOfWar += ubNumPrisoners;
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ChangeNumberOfPrisoners(pSectorInfo, 0, ubNumPrisonerElite, ubNumPrisonerTroop, ubNumPrisonerAdmin);
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}
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else
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{
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UNDERGROUND_SECTORINFO *pSectorInfo = FindUnderGroundSector( sMapX, sMapY, bMapZ );
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pSectorInfo->uiNumberOfPrisonersOfWar += ubNumPrisoners;
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ChangeNumberOfPrisoners(pSectorInfo, 0, ubNumPrisonerElite, ubNumPrisonerTroop, ubNumPrisonerAdmin);
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}
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if ( ubNumPrisoners )
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@@ -10195,3 +10191,85 @@ BOOLEAN IsProfileInUse(UINT8 usTeam, INT8 aType, UINT16 aNr)
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return FALSE;
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}
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UINT16 GetNumberOrPrisoners( SECTORINFO *pSectorInfo, UINT8* apSpecial, UINT8* apElite, UINT8* apRegular, UINT8* apAdmin )
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{
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if ( !pSectorInfo )
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return 0;
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*apSpecial = pSectorInfo->uiNumberOfPrisonersOfWar[PRISONER_SPECIAL];
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*apElite = pSectorInfo->uiNumberOfPrisonersOfWar[PRISONER_ELITE];
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*apRegular = pSectorInfo->uiNumberOfPrisonersOfWar[PRISONER_REGULAR];
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*apAdmin = pSectorInfo->uiNumberOfPrisonersOfWar[PRISONER_ADMIN];
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return (UINT16)(pSectorInfo->uiNumberOfPrisonersOfWar[PRISONER_SPECIAL] + pSectorInfo->uiNumberOfPrisonersOfWar[PRISONER_ELITE] + pSectorInfo->uiNumberOfPrisonersOfWar[PRISONER_REGULAR] + pSectorInfo->uiNumberOfPrisonersOfWar[PRISONER_ADMIN]);
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}
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UINT16 GetNumberOrPrisoners( UNDERGROUND_SECTORINFO *pSectorInfo, UINT8* apSpecial, UINT8* apElite, UINT8* apRegular, UINT8* apAdmin )
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{
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if ( !pSectorInfo )
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return 0;
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*apSpecial = pSectorInfo->uiNumberOfPrisonersOfWar[PRISONER_SPECIAL];
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*apElite = pSectorInfo->uiNumberOfPrisonersOfWar[PRISONER_ELITE];
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*apRegular = pSectorInfo->uiNumberOfPrisonersOfWar[PRISONER_REGULAR];
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*apAdmin = pSectorInfo->uiNumberOfPrisonersOfWar[PRISONER_ADMIN];
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return (UINT16)(pSectorInfo->uiNumberOfPrisonersOfWar[PRISONER_SPECIAL] + pSectorInfo->uiNumberOfPrisonersOfWar[PRISONER_ELITE] + pSectorInfo->uiNumberOfPrisonersOfWar[PRISONER_REGULAR] + pSectorInfo->uiNumberOfPrisonersOfWar[PRISONER_ADMIN]);
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}
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void ChangeNumberOfPrisoners( SECTORINFO *pSectorInfo, INT16 aSpecial, INT16 aElite, INT16 aRegular, INT16 aAdmin )
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{
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if ( !pSectorInfo )
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return;
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pSectorInfo->uiNumberOfPrisonersOfWar[PRISONER_SPECIAL] = max(0, min(255, pSectorInfo->uiNumberOfPrisonersOfWar[PRISONER_SPECIAL] + aSpecial) );
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pSectorInfo->uiNumberOfPrisonersOfWar[PRISONER_ELITE] = max(0, min(255, pSectorInfo->uiNumberOfPrisonersOfWar[PRISONER_ELITE] + aElite) );
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pSectorInfo->uiNumberOfPrisonersOfWar[PRISONER_REGULAR] = max(0, min(255, pSectorInfo->uiNumberOfPrisonersOfWar[PRISONER_REGULAR] + aRegular) );
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pSectorInfo->uiNumberOfPrisonersOfWar[PRISONER_ADMIN] = max(0, min(255, pSectorInfo->uiNumberOfPrisonersOfWar[PRISONER_ADMIN] + aAdmin) );
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}
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void ChangeNumberOfPrisoners( UNDERGROUND_SECTORINFO *pSectorInfo, INT16 aSpecial, INT16 aElite, INT16 aRegular, INT16 aAdmin )
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{
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if ( !pSectorInfo )
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return;
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pSectorInfo->uiNumberOfPrisonersOfWar[PRISONER_SPECIAL] = max(0, min(255, pSectorInfo->uiNumberOfPrisonersOfWar[PRISONER_SPECIAL] + aSpecial) );
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pSectorInfo->uiNumberOfPrisonersOfWar[PRISONER_ELITE] = max(0, min(255, pSectorInfo->uiNumberOfPrisonersOfWar[PRISONER_ELITE] + aElite) );
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pSectorInfo->uiNumberOfPrisonersOfWar[PRISONER_REGULAR] = max(0, min(255, pSectorInfo->uiNumberOfPrisonersOfWar[PRISONER_REGULAR] + aRegular) );
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pSectorInfo->uiNumberOfPrisonersOfWar[PRISONER_ADMIN] = max(0, min(255, pSectorInfo->uiNumberOfPrisonersOfWar[PRISONER_ADMIN] + aAdmin) );
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}
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void DeleteAllPrisoners( SECTORINFO *pSectorInfo )
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{
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if ( !pSectorInfo )
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return;
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for (int i = PRISONER_ADMIN; i < PRISONER_MAX; ++i)
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pSectorInfo->uiNumberOfPrisonersOfWar[i] = 0;
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}
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void DeleteAllPrisoners( UNDERGROUND_SECTORINFO *pSectorInfo )
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{
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if ( !pSectorInfo )
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return;
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for (int i = PRISONER_ADMIN; i < PRISONER_MAX; ++i)
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pSectorInfo->uiNumberOfPrisonersOfWar[i] = 0;
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}
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// used when the player kills a prisoner. We kill of high-value prisoners first, to punish this kind of behaviour
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void KillOnePrisoner( SECTORINFO *pSectorInfo )
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{
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if ( !pSectorInfo )
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return;
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for (int i = PRISONER_SPECIAL; i >= PRISONER_ADMIN; --i)
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{
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if ( pSectorInfo->uiNumberOfPrisonersOfWar[i] )
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{
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pSectorInfo->uiNumberOfPrisonersOfWar[i] -= 1;
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break;
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}
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}
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}
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