2011-03-17 01:47:30 -04:00
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#include "global.h"
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#include "ScreenSelect.h"
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#include "ScreenManager.h"
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#include "GameSoundManager.h"
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#include "RageLog.h"
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#include "AnnouncerManager.h"
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#include "GameState.h"
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#include "ThemeManager.h"
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#include "GameCommand.h"
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#include "InputEventPlus.h"
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#define CHOICE_NAMES THEME->GetMetric (m_sName,"ChoiceNames")
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#define CHOICE( s ) THEME->GetMetric (m_sName,ssprintf("Choice%s",s.c_str()))
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#define IDLE_TIMEOUT_SCREEN THEME->GetMetric (m_sName,"IdleTimeoutScreen")
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#define UPDATE_ON_MESSAGE THEME->GetMetric (m_sName,"UpdateOnMessage")
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void ScreenSelect::Init()
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{
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IDLE_COMMENT_SECONDS.Load( m_sName, "IdleCommentSeconds" );
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IDLE_TIMEOUT_SECONDS.Load( m_sName, "IdleTimeoutSeconds" );
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ALLOW_DISABLED_PLAYER_INPUT.Load( m_sName, "AllowDisabledPlayerInput" );
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ScreenWithMenuElements::Init();
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// Load messages to update on
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split( UPDATE_ON_MESSAGE, ",", m_asSubscribedMessages );
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for( unsigned i = 0; i < m_asSubscribedMessages.size(); ++i )
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MESSAGEMAN->Subscribe( this, m_asSubscribedMessages[i] );
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// Subscribe to PlayerJoined, if not already.
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if( !MESSAGEMAN->IsSubscribedToMessage(this, Message_PlayerJoined) )
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this->SubscribeToMessage( Message_PlayerJoined );
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// Load choices
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{
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// Instead of using NUM_CHOICES, use a comma-separated list of choices.
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// Each element in the list is a choice name. This level of indirection
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// makes it easier to add or remove items without having to change a
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// bunch of indices.
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vector<RString> asChoiceNames;
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split( CHOICE_NAMES, ",", asChoiceNames, true );
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for( unsigned c=0; c<asChoiceNames.size(); c++ )
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{
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RString sChoiceName = asChoiceNames[c];
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GameCommand mc;
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mc.ApplyCommitsScreens( false );
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mc.m_sName = sChoiceName;
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Commands cmd = ParseCommands( CHOICE(sChoiceName) );
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mc.Load( c, cmd );
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m_aGameCommands.push_back( mc );
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}
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}
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if( !m_aGameCommands.size() )
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RageException::Throw( "Screen \"%s\" does not set any choices.", m_sName.c_str() );
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}
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void ScreenSelect::BeginScreen()
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{
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ScreenWithMenuElements::BeginScreen();
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m_timerIdleComment.GetDeltaTime();
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m_timerIdleTimeout.GetDeltaTime();
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}
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ScreenSelect::~ScreenSelect()
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{
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LOG->Trace( "ScreenSelect::~ScreenSelect()" );
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for( unsigned i = 0; i < m_asSubscribedMessages.size(); ++i )
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MESSAGEMAN->Unsubscribe( this, m_asSubscribedMessages[i] );
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}
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void ScreenSelect::Update( float fDelta )
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{
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if( !IsTransitioning() )
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{
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if( IDLE_COMMENT_SECONDS > 0 && m_timerIdleComment.PeekDeltaTime() >= IDLE_COMMENT_SECONDS )
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{
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SOUND->PlayOnceFromAnnouncer( m_sName+" IdleComment" );
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m_timerIdleComment.GetDeltaTime();
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}
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if( IDLE_TIMEOUT_SECONDS > 0 && m_timerIdleTimeout.PeekDeltaTime() >= IDLE_TIMEOUT_SECONDS )
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{
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SCREENMAN->SetNewScreen( IDLE_TIMEOUT_SCREEN );
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m_timerIdleTimeout.GetDeltaTime();
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return;
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}
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}
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ScreenWithMenuElements::Update( fDelta );
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}
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void ScreenSelect::Input( const InputEventPlus &input )
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{
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// LOG->Trace( "ScreenSelect::Input()" );
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/* Reset the announcer timers when a key is pressed. */
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m_timerIdleComment.GetDeltaTime();
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m_timerIdleTimeout.GetDeltaTime();
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/* Choices may change when more coins are inserted. */
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if( input.MenuI == GAME_BUTTON_COIN && input.type == IET_FIRST_PRESS )
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this->UpdateSelectableChoices();
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if( input.MenuI == GAME_BUTTON_START && input.type == IET_FIRST_PRESS && GAMESTATE->JoinInput(input.pn) )
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{
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// HACK: Only play start sound for the 2nd player who joins. The
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// start sound for the 1st player will be played by ScreenTitleMenu
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// when the player makes a selection on the screen.
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if( GAMESTATE->GetNumSidesJoined() > 1 )
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SCREENMAN->PlayStartSound();
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if( !ALLOW_DISABLED_PLAYER_INPUT )
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return; // don't let the screen handle the MENU_START press
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}
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if( !GAMESTATE->IsPlayerEnabled(input.pn) )
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{
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// block input of disabled players
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if( !ALLOW_DISABLED_PLAYER_INPUT )
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return;
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/* Never allow a START press by a player that's still not joined, even if
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* ALLOW_DISABLED_PLAYER_INPUT would allow other types of input. If we
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* let a non-joined player start, we might start the game with no
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* players joined (eg. if ScreenTitleJoin is started in pay with no
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* credits). */
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if( input.MenuI == GAME_BUTTON_START )
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return;
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}
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ScreenWithMenuElements::Input( input ); // default input handler
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}
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void ScreenSelect::HandleScreenMessage( const ScreenMessage SM )
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{
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if( SM == SM_BeginFadingOut ) // Screen is starting to tween out.
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{
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/* Don't call GameCommand::Apply once per player on screens that
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* have a shared selection. This can cause change messages to be
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* broadcast multiple times. Detect whether all players have the
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* same choice, and if so, call ApplyToAll instead.
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* TODO: Think of a better way to handle this.
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*/
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2011-06-06 20:40:11 -04:00
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ASSERT( GAMESTATE->GetMasterPlayerNumber() != PlayerNumber_Invalid );
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int iMastersIndex = this->GetSelectionIndex( GAMESTATE->GetMasterPlayerNumber() );
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2011-03-17 01:47:30 -04:00
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bool bAllPlayersChoseTheSame = true;
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FOREACH_HumanPlayer( p )
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{
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if( this->GetSelectionIndex(p) != iMastersIndex )
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{
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bAllPlayersChoseTheSame = false;
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break;
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}
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}
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if( bAllPlayersChoseTheSame )
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{
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const GameCommand &gc = m_aGameCommands[iMastersIndex];
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m_sNextScreen = gc.m_sScreen;
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if( !gc.m_bInvalid )
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gc.ApplyToAllPlayers();
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}
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else
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{
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FOREACH_HumanPlayer( p )
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{
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int iIndex = this->GetSelectionIndex(p);
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const GameCommand &gc = m_aGameCommands[iIndex];
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m_sNextScreen = gc.m_sScreen;
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if( !gc.m_bInvalid )
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gc.Apply( p );
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}
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}
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StopTimer();
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SCREENMAN->RefreshCreditsMessages();
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ASSERT( !IsTransitioning() );
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StartTransitioningScreen( SM_GoToNextScreen );
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}
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ScreenWithMenuElements::HandleScreenMessage( SM );
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}
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void ScreenSelect::HandleMessage( const Message &msg )
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{
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if( find(m_asSubscribedMessages.begin(), m_asSubscribedMessages.end(), msg.GetName()) != m_asSubscribedMessages.end() )
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this->UpdateSelectableChoices();
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ScreenWithMenuElements::HandleMessage( msg );
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}
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void ScreenSelect::MenuBack( const InputEventPlus &input )
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{
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Cancel( SM_GoToPrevScreen );
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}
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/*
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* (c) 2001-2004 Chris Danford
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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