mirror of
https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
Original Source for 1.13 Mod High Resolution version from 12/06/05
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@21 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -0,0 +1,410 @@
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#define WEAPONSFILENAME "TABLEDATA\\Weapons.dat"
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#define MAX_CHAR_DATA_LENGTH 500
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enum
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{
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ELEMENT_NONE = 0,
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ELEMENT_LIST,
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ELEMENT,
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ELEMENT_PROPERTY,
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}
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typedef PARSE_STAGE;
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struct
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{
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PARSE_STAGE curElement;
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INT8 szCharData[MAX_CHAR_DATA_LENGTH+1];
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WEAPONTYPE curWeapon;
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WEAPONTYPE * curWeaponList;
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UINT32 maxWeapons;
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UINT32 currentDepth;
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UINT32 maxReadDepth;
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}
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typedef ParseData;
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static void XMLCALL
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StartElementHandle(void *userData, const char *name, const char **atts)
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{
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ParseData * pData = (ParseData *)userData;
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if(pData->currentDepth <= pData->maxReadDepth) //are we reading this element?
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{
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if(strcmp(name, "LIST") == 0 && pData->curElement == ELEMENT_NONE)
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{
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pData->curElement = ELEMENTLIST;
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memset(pData->curWeaponList,0,sizeof(WEAPONTYPE)*pData->maxWeapons);
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pData->maxReadDepth++; //we are not skipping this element
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}
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else if(strcmp(name, "WEAPON") == 0 && pData->curElement == ELEMENTLIST)
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{
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pData->curElement = ELEMENT;
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memset(&pData->curWeapon,0,sizeof(WEAPONTYPE));
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pData->maxReadDepth++; //we are not skipping this element
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}
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else if(pData->curElement == ELEMENT &&
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(strcmp(name, "uiIndex") == 0 ||
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strcmp(name, "szWeaponName") == 0 ||
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strcmp(name, "ubWeaponClass") == 0 ||
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strcmp(name, "ubWeaponType") == 0 ||
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strcmp(name, "ubCalibre") == 0 ||
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strcmp(name, "ubReadyTime") == 0 ||
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strcmp(name, "ubShotsPer4Turns") == 0 ||
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strcmp(name, "ubShotsPerBurst") == 0 ||
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strcmp(name, "ubBurstPenalty") == 0 ||
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strcmp(name, "ubBulletSpeed") == 0 ||
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strcmp(name, "ubImpact") == 0 ||
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strcmp(name, "ubDeadliness") == 0 ||
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strcmp(name, "bAccuracy") == 0 ||
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strcmp(name, "ubMagSize") == 0 ||
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strcmp(name, "usRange") == 0 ||
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strcmp(name, "usReloadDelay") == 0 ||
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strcmp(name, "ubAttackVolume") == 0 ||
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strcmp(name, "ubHitVolume") == 0 ||
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strcmp(name, "sSound") == 0 ||
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strcmp(name, "sBurstSound") == 0 ||
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strcmp(name, "sReloadSound") == 0 ||
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strcmp(name, "sLocknLoadSound") == 0 ||
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strcmp(name, "bBaseAutofireCost") == 0 ||
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strcmp(name, "bAutofireShotsPerFiveAP") == 0))
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{
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pData->curElement = ELEMENT_PROPERY;
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pData->maxReadDepth++; //we are not skipping this element
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}
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pData->szCharData[0] = '\0';
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}
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pData->currentDepth++;
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}
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static void XMLCALL
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weaponCharacterDataHandle(void *userData, const char *str, int len)
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{
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weaponParseData * pData = (weaponParseData *)userData;
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if( (pData->currentDepth <= pData->maxReadDepth) &&
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(strlen(pData->szCharData) < MAX_CHAR_DATA_LENGTH)
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){
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strncat(pData->szCharData,str,__min((unsigned int)len,MAX_CHAR_DATA_LENGTH-strlen(pData->szCharData)));
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}
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}
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static void XMLCALL
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weaponEndElementHandle(void *userData, const char *name)
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{
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weaponParseData * pData = (weaponParseData *)userData;
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if(pData->currentDepth <= pData->maxReadDepth) //we're at the end of an element that we've been reading
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{
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if(strcmp(name, "WEAPONLIST") == 0)
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{
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pData->curElement = ELEMENT_NONE;
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}
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else if(strcmp(name, "WEAPON") == 0)
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{
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pData->curElement = ELEMENTLIST;
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if(pData->curWeapon.uiIndex < pData->maxWeapons)
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{
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pData->curWeaponList[pData->curWeapon.uiIndex] = pData->curWeapon; //write the weapon into the table
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}
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}
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else if(strcmp(name, "uiIndex") == 0)
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{
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pData->curElement = ELEMENT;
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pData->curWeapon.uiIndex = atol(pData->szCharData);
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}
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else if(strcmp(name, "szWeaponName") == 0)
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{
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pData->curElement = ELEMENT;
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if(MAX_NAME_LENGTH >= strlen(pData->szCharData))
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strcpy(pData->curWeapon.szWeaponName,pData->szCharData);
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else
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{
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strncpy(pData->curWeapon.szWeaponName,pData->szCharData,MAX_NAME_LENGTH);
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pData->curWeapon.szWeaponName[MAX_NAME_LENGTH] = '\0';
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}
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}
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else if(strcmp(name, "ubWeaponClass") == 0)
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{
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pData->curElement = ELEMENT;
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pData->curWeapon.ubWeaponClass = (UINT8) atol(pData->szCharData);
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}
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else if(strcmp(name, "ubWeaponType") == 0)
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{
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pData->curElement = ELEMENT;
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pData->curWeapon.ubWeaponType = (UINT8) atol(pData->szCharData);
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}
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else if(strcmp(name, "ubCalibre") == 0)
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{
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pData->curElement = ELEMENT;
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pData->curWeapon.ubCalibre = (UINT8) atol(pData->szCharData);
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}
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else if(strcmp(name, "ubReadyTime") == 0)
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{
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pData->curElement = ELEMENT;
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pData->curWeapon.ubReadyTime = (UINT8) atol(pData->szCharData);
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}
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else if(strcmp(name, "ubShotsPer4Turns") == 0)
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{
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pData->curElement = ELEMENT;
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pData->curWeapon.ubShotsPer4Turns = (UINT8) atol(pData->szCharData);
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}
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else if(strcmp(name, "ubShotsPerBurst") == 0)
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{
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pData->curElement = ELEMENT;
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pData->curWeapon.ubShotsPerBurst = (UINT8) atol(pData->szCharData);
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}
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else if(strcmp(name, "ubBurstPenalty") == 0)
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{
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pData->curElement = ELEMENT;
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pData->curWeapon.ubBurstPenalty = (UINT8) atol(pData->szCharData);
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}
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else if(strcmp(name, "ubBulletSpeed") == 0)
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{
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pData->curElement = ELEMENT;
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pData->curWeapon.ubBulletSpeed = (UINT8) atol(pData->szCharData);
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}
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else if(strcmp(name, "ubImpact") == 0)
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{
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pData->curElement = ELEMENT;
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pData->curWeapon.ubImpact = (UINT8) atol(pData->szCharData);
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}
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else if(strcmp(name, "ubDeadliness") == 0)
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{
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pData->curElement = ELEMENT;
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pData->curWeapon.ubDeadliness = (UINT8) atol(pData->szCharData);
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}
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else if(strcmp(name, "bAccuracy") == 0)
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{
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pData->curElement = ELEMENT;
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pData->curWeapon.bAccuracy = (INT8) atol(pData->szCharData);
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}
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else if(strcmp(name, "ubMagSize") == 0)
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{
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pData->curElement = ELEMENT;
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pData->curWeapon.ubMagSize = (UINT8) atol(pData->szCharData);
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}
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else if(strcmp(name, "usRange") == 0)
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{
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pData->curElement = ELEMENT;
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pData->curWeapon.usRange = (UINT16) atol(pData->szCharData);
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}
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else if(strcmp(name, "usReloadDelay") == 0)
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{
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pData->curElement = ELEMENT;
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pData->curWeapon.usReloadDelay = (UINT16) atol(pData->szCharData);
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}
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else if(strcmp(name, "ubAttackVolume") == 0)
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{
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pData->curElement = ELEMENT;
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pData->curWeapon.ubAttackVolume = (UINT8) atol(pData->szCharData);
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}
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else if(strcmp(name, "ubHitVolume") == 0)
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{
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pData->curElement = ELEMENT;
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pData->curWeapon.ubHitVolume = (UINT8) atol(pData->szCharData);
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}
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else if(strcmp(name, "sSound") == 0)
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{
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pData->curElement = ELEMENT;
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pData->curWeapon.sSound = (UINT16) atol(pData->szCharData);
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}
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else if(strcmp(name, "sBurstSound") == 0)
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{
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pData->curElement = ELEMENT;
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pData->curWeapon.sBurstSound = (UINT16) atol(pData->szCharData);
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}
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else if(strcmp(name, "sReloadSound") == 0)
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{
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pData->curElement = ELEMENT;
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pData->curWeapon.sReloadSound = (UINT16) atol(pData->szCharData);
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}
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else if(strcmp(name, "sLocknLoadSound") == 0)
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{
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pData->curElement = ELEMENT;
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pData->curWeapon.sLocknLoadSound = (UINT16) atol(pData->szCharData);
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}
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else if(strcmp(name, "bBaseAutofireCost") == 0)
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{
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pData->curElement = ELEMENT;
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pData->curWeapon.bBaseAutofireCost = (UINT8) atol(pData->szCharData);
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}
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else if(strcmp(name, "bAutofireShotsPerFiveAP") == 0)
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{
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pData->curElement = ELEMENT;
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pData->curWeapon.bAutofireShotsPerFiveAP = (UINT8) atol(pData->szCharData);
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}
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pData->maxReadDepth--;
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}
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pData->currentDepth--;
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}
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BOOLEAN ReadInWeaponStats()
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{
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HWFILE hFile;
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UINT32 uiBytesRead;
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UINT32 uiFSize;
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CHAR8 * lpcBuffer;
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XML_Parser parser = XML_ParserCreate(NULL);
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weaponParseData pData;
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DebugMsg(TOPIC_JA2, DBG_LEVEL_3, "Loading weapons.dat" );
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// Open weapons file
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hFile = FileOpen( WEAPONSFILENAME, FILE_ACCESS_READ, FALSE );
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if ( !hFile )
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return( FALSE );
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uiFSize = FileGetSize(hFile);
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lpcBuffer = (CHAR8 *) MemAlloc(uiFSize+1);
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//Read in block
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if ( !FileRead( hFile, lpcBuffer, uiFSize, &uiBytesRead ) )
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{
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MemFree(lpcBuffer);
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return( FALSE );
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}
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lpcBuffer[uiFSize] = 0; //add a null terminator
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FileClose( hFile );
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XML_SetElementHandler(parser, weaponStartElementHandle, weaponEndElementHandle);
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XML_SetCharacterDataHandler(parser, weaponCharacterDataHandle);
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memset(&pData,0,sizeof(pData));
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pData.curWeaponList = Weapon;
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pData.maxWeapons = MAXITEMS;
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XML_SetUserData(parser, &pData);
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if(!XML_Parse(parser, lpcBuffer, uiFSize, TRUE))
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{
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CHAR8 errorBuf[511];
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sprintf(errorBuf, "XML Parser Error in Weapons.dat: %s at line %d", XML_ErrorString(XML_GetErrorCode(parser)), XML_GetCurrentLineNumber(parser));
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LiveMessage(errorBuf);
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MemFree(lpcBuffer);
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return FALSE;
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}
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MemFree(lpcBuffer);
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#ifdef JA2TESTVERSION
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//Debug code; make sure that what we got from the file is the same as what's there
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// Open a new file
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hFile = FileOpen( "TABLEDATA\\~Weapons.dat", FILE_ACCESS_WRITE | FILE_CREATE_ALWAYS, FALSE );
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if ( !hFile )
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return( FALSE );
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{
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UINT32 cnt;
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FilePrintf(hFile,"<WEAPONLIST>\r\n");
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for(cnt = 0;cnt < MAXITEMS;cnt++)
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{
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INT8 * szRemainder = Weapon[cnt].szWeaponName; //the remaining string to be output (for making valid XML)
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FilePrintf(hFile,"\t<WEAPON>\r\n");
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FilePrintf(hFile,"\t\t<uiIndex>%d</uiIndex>\r\n", Weapon[cnt].uiIndex);
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FilePrintf(hFile,"\t\t<szWeaponName>");
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while(szRemainder[0] != '\0')
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{
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UINT32 uiCharLoc = strcspn(szRemainder,"&<>\'\"\0");
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INT8 invChar = szRemainder[uiCharLoc];
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if(uiCharLoc)
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{
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szRemainder[uiCharLoc] = '\0';
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FilePrintf(hFile,"%s",szRemainder);
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szRemainder[uiCharLoc] = invChar;
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}
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szRemainder += uiCharLoc;
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switch(invChar)
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{
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case '&':
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FilePrintf(hFile,"&");
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szRemainder++;
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break;
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case '<':
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FilePrintf(hFile,"<");
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szRemainder++;
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break;
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case '>':
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FilePrintf(hFile,">");
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szRemainder++;
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break;
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case '\'':
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FilePrintf(hFile,"'");
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szRemainder++;
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break;
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case '\"':
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FilePrintf(hFile,""");
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szRemainder++;
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break;
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}
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}
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FilePrintf(hFile,"</szWeaponName>\r\n");
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FilePrintf(hFile,"\t\t<ubWeaponClass>%d</ubWeaponClass>\r\n", Weapon[cnt].ubWeaponClass);
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FilePrintf(hFile,"\t\t<ubWeaponType>%d</ubWeaponType>\r\n", Weapon[cnt].ubWeaponType);
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FilePrintf(hFile,"\t\t<ubCalibre>%d</ubCalibre>\r\n", Weapon[cnt].ubCalibre);
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FilePrintf(hFile,"\t\t<ubReadyTime>%d</ubReadyTime>\r\n", Weapon[cnt].ubReadyTime);
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FilePrintf(hFile,"\t\t<ubShotsPer4Turns>%d</ubShotsPer4Turns>\r\n", Weapon[cnt].ubShotsPer4Turns);
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FilePrintf(hFile,"\t\t<ubShotsPerBurst>%d</ubShotsPerBurst>\r\n", Weapon[cnt].ubShotsPerBurst);
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FilePrintf(hFile,"\t\t<ubBurstPenalty>%d</ubBurstPenalty>\r\n", Weapon[cnt].ubBurstPenalty);
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FilePrintf(hFile,"\t\t<ubBulletSpeed>%d</ubBulletSpeed>\r\n", Weapon[cnt].ubBulletSpeed);
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FilePrintf(hFile,"\t\t<ubImpact>%d</ubImpact>\r\n", Weapon[cnt].ubImpact);
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FilePrintf(hFile,"\t\t<ubDeadliness>%d</ubDeadliness>\r\n", Weapon[cnt].ubDeadliness);
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FilePrintf(hFile,"\t\t<bAccuracy>%d</bAccuracy>\r\n", Weapon[cnt].bAccuracy);
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FilePrintf(hFile,"\t\t<ubMagSize>%d</ubMagSize>\r\n", Weapon[cnt].ubMagSize);
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FilePrintf(hFile,"\t\t<usRange>%d</usRange>\r\n", Weapon[cnt].usRange);
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FilePrintf(hFile,"\t\t<usReloadDelay>%d</usReloadDelay>\r\n", Weapon[cnt].usReloadDelay);
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FilePrintf(hFile,"\t\t<ubAttackVolume>%d</ubAttackVolume>\r\n", Weapon[cnt].ubAttackVolume);
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FilePrintf(hFile,"\t\t<ubHitVolume>%d</ubHitVolume>\r\n", Weapon[cnt].ubHitVolume);
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FilePrintf(hFile,"\t\t<sSound>%d</sSound>\r\n", Weapon[cnt].sSound);
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FilePrintf(hFile,"\t\t<sBurstSound>%d</sBurstSound>\r\n", Weapon[cnt].sBurstSound);
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FilePrintf(hFile,"\t\t<sReloadSound>%d</sReloadSound>\r\n", Weapon[cnt].sReloadSound);
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FilePrintf(hFile,"\t\t<sLocknLoadSound>%d</sLocknLoadSound>\r\n", Weapon[cnt].sLocknLoadSound);
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FilePrintf(hFile,"\t\t<bBaseAutofireCost>%d</bBaseAutofireCost>\r\n", Weapon[cnt].bBaseAutofireCost);
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FilePrintf(hFile,"\t\t<bAutofireShotsPerFiveAP>%d</bAutofireShotsPerFiveAP>\r\n", Weapon[cnt].bAutofireShotsPerFiveAP);
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FilePrintf(hFile,"\t</WEAPON>\r\n");
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}
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FilePrintf(hFile,"</WEAPONLIST>\r\n");
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}
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FileClose( hFile );
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#endif
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XML_ParserFree(parser);
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return( TRUE );
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}
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