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itgmania212121/stepmania/src/GameConstantsAndTypes.cpp
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#include "global.h"
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#include "GameConstantsAndTypes.h"
#include "GameState.h"
#include "RageUtil.h"
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#include "ThemeMetric.h"
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#include "EnumHelper.h"
#include "Foreach.h"
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#include "LuaManager.h"
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#include "GameManager.h"
#include <float.h>
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#include "LuaFunctions.h"
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#include "LocalizedString.h"
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const RString RANKING_TO_FILL_IN_MARKER[NUM_PLAYERS] = {"#P1#","#P2#"};
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extern const RString GROUP_ALL = "---Group All---";
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static const char *RadarCategoryNames[] = {
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"Stream",
"Voltage",
"Air",
"Freeze",
"Chaos",
"TapsAndHolds",
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"Jumps",
"Holds",
"Mines",
"Hands",
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"Rolls"
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};
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XToString( RadarCategory, NUM_RadarCategory );
XToLocalizedString( RadarCategory );
LuaFunction( RadarCategoryToLocalizedString, RadarCategoryToLocalizedString((RadarCategory) IArg(1)) );
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static void LuaRadarCategory(lua_State* L)
{
FOREACH_RadarCategory( rc )
{
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RString s = RadarCategoryToString( rc );
LUA->SetGlobal( "RadarCategory_"+s, rc );
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}
}
REGISTER_WITH_LUA_FUNCTION( LuaRadarCategory );
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static void LuaStepsType(lua_State* L)
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{
FOREACH_StepsType( st )
{
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RString s = GAMEMAN->StepsTypeToString( st );
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s.MakeUpper();
s.Replace('-','_');
LUA->SetGlobal( "STEPS_TYPE_"+s, st );
}
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LUA->SetGlobal( "STEPS_TYPE_INVALID", STEPS_TYPE_INVALID );
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}
REGISTER_WITH_LUA_FUNCTION( LuaStepsType );
static const char *PlayModeNames[] = {
"Regular",
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"Nonstop",
"Oni",
"Endless",
"Battle",
"Rave",
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};
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XToString( PlayMode, NUM_PlayMode );
XToLocalizedString( PlayMode );
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StringToX( PlayMode );
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LuaXToString( PlayMode );
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LuaFunction( PlayModeToLocalizedString, PlayModeToLocalizedString((PlayMode) IArg(1)) );
LuaXType( PlayMode, NUM_PlayMode, "PLAY_MODE_", true )
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RankingCategory AverageMeterToRankingCategory( int iAverageMeter )
{
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if( iAverageMeter <= 3 ) return RANKING_A;
else if( iAverageMeter <= 6 ) return RANKING_B;
else if( iAverageMeter <= 9 ) return RANKING_C;
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else return RANKING_D;
}
static const char *RankingCategoryNames[] = {
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"a",
"b",
"c",
"d",
};
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XToString( RankingCategory, NUM_RANKING_CATEGORIES );
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StringToX( RankingCategory );
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static const char *PlayerControllerNames[] = {
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"Human",
"Autoplay",
"Cpu",
};
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XToString( PlayerController, NUM_PlayerController );
XToLocalizedString( PlayerController );
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static const char *CoinModeNames[] = {
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"home",
"pay",
"free",
};
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XToString( CoinMode, NUM_COIN_MODES );
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static void LuaCoinMode(lua_State* L)
{
FOREACH_CoinMode( i )
{
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RString s = CoinModeNames[i];
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s.MakeUpper();
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LUA->SetGlobal( "COIN_MODE_"+s, i );
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}
}
REGISTER_WITH_LUA_FUNCTION( LuaCoinMode );
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static const char *PremiumNames[] = {
"none",
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"double",
"joint",
};
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XToString( Premium, NUM_PREMIUMS );
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static void LuaPremium(lua_State* L)
{
FOREACH_Premium( i )
{
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RString s = PremiumNames[i];
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s.MakeUpper();
LUA->SetGlobal( "PREMIUM_"+s, i );
}
}
REGISTER_WITH_LUA_FUNCTION( LuaPremium );
static const char *SortOrderNames[] = {
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"Preferred",
"Group",
"Title",
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"BPM",
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"Popularity",
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"TopGrades",
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"Artist",
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"Genre",
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"EasyMeter",
"MediumMeter",
"HardMeter",
"ChallengeMeter",
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"ModeMenu",
"AllCourses",
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"Nonstop",
"Oni",
"Endless",
"Roulette",
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};
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XToString( SortOrder, NUM_SORT_ORDERS );
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StringToX( SortOrder );
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static void LuaSortOrder(lua_State* L)
{
FOREACH_SortOrder( so )
{
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RString s = SortOrderToString( so );
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// [uppercase] -> _[uppercase]
for( unsigned i=0; i<s.size(); i++ )
{
if( isupper(s[i]) )
{
s.insert( s.begin()+i, '_' );
i++;
}
}
s.MakeUpper();
LUA->SetGlobal( "SORT"+s, so );
}
}
REGISTER_WITH_LUA_FUNCTION( LuaSortOrder );
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static const char *TapNoteScoreNames[] = {
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"None",
"HitMine",
"AvoidMine",
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"Miss",
"W5",
"W4",
"W3",
"W2",
"W1",
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};
XToString( TapNoteScore, NUM_TapNoteScore );
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TapNoteScore StringToTapNoteScore( const RString &s )
{
// new style
if ( s == "None" ) return TNS_None;
else if( s == "HitMine" ) return TNS_HitMine;
else if( s == "AvoidMine" ) return TNS_AvoidMine;
else if( s == "Miss" ) return TNS_Miss;
else if( s == "W5" ) return TNS_W5;
else if( s == "W4" ) return TNS_W4;
else if( s == "W3" ) return TNS_W3;
else if( s == "W2" ) return TNS_W2;
else if( s == "W1" ) return TNS_W1;
// for backward compatibility
else if( s == "Boo" ) return TNS_W5;
else if( s == "Good" ) return TNS_W4;
else if( s == "Great" ) return TNS_W3;
else if( s == "Perfect" ) return TNS_W2;
else if( s == "Marvelous" ) return TNS_W1;
return TNS_INVALID;
}
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XToLocalizedString( TapNoteScore );
LuaFunction( TapNoteScoreToLocalizedString, TapNoteScoreToLocalizedString((TapNoteScore) IArg(1)) );
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static void LuaTapNoteScores( lua_State* L )
{
FOREACH_TapNoteScore( i )
{
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RString s = TapNoteScoreNames[i];
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LUA->SetGlobal( "TNS_"+s, i );
}
}
REGISTER_WITH_LUA_FUNCTION( LuaTapNoteScores );
static const char *HoldNoteScoreNames[] = {
"None",
"LetGo",
"Held",
};
XToString( HoldNoteScore, NUM_HoldNoteScore );
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HoldNoteScore StringToHoldNoteScore( const RString &s )
{
// for backward compatibility
if ( s == "NG" ) return HNS_LetGo;
else if( s == "OK" ) return HNS_Held;
// new style
else if( s == "None" ) return HNS_None;
else if( s == "LetGo" ) return HNS_LetGo;
else if( s == "Held" ) return HNS_Held;
return HNS_INVALID;
}
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XToLocalizedString( HoldNoteScore );
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static void LuaHoldNoteScores( lua_State* L )
{
FOREACH_HoldNoteScore( i )
{
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RString s = HoldNoteScoreNames[i];
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LUA->SetGlobal( "HNS_"+s, i );
}
}
REGISTER_WITH_LUA_FUNCTION( LuaHoldNoteScores );
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static const char *MemoryCardStateNames[] = {
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"ready",
"checking",
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"late",
"error",
"removed",
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"none",
};
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XToString( MemoryCardState, NUM_MemoryCardState );
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static const char *PerDifficultyAwardNames[] = {
"FullComboW3",
"SingleDigitW3",
"OneW3",
"FullComboW2",
"SingleDigitW2",
"OneW2",
"FullComboW1",
"Percent80W3",
"Percent90W3",
"Percent100W3",
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};
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XToString( PerDifficultyAward, NUM_PerDifficultyAward );
XToLocalizedString( PerDifficultyAward );
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StringToX( PerDifficultyAward );
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LuaFunction( PerDifficultyAwardToLocalizedString, PerDifficultyAwardToLocalizedString((PerDifficultyAward) IArg(1)) );
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static void LuaPerDifficultyAward( lua_State* L )
{
FOREACH_PerDifficultyAward( i )
LUA->SetGlobal( PerDifficultyAwardNames[i], i );
}
REGISTER_WITH_LUA_FUNCTION( LuaPerDifficultyAward );
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// Numbers are intentially not at the front of these strings so that the
// strings can be used as XML entity names.
// Numbers are intentially not at the back so that "1000" and "10000" don't
// conflict when searching for theme elements.
static const char *PeakComboAwardNames[] = {
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"Peak1000Combo",
"Peak2000Combo",
"Peak3000Combo",
"Peak4000Combo",
"Peak5000Combo",
"Peak6000Combo",
"Peak7000Combo",
"Peak8000Combo",
"Peak9000Combo",
"Peak10000Combo",
};
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XToString( PeakComboAward, NUM_PeakComboAward );
XToLocalizedString( PeakComboAward );
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StringToX( PeakComboAward );
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LuaFunction( PeakComboAwardToLocalizedString, PeakComboAwardToLocalizedString((PeakComboAward) IArg(1)) );
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static void LuaPeakComboAward( lua_State* L )
{
FOREACH_PeakComboAward( i )
LUA->SetGlobal( PeakComboAwardNames[i], i );
}
REGISTER_WITH_LUA_FUNCTION( LuaPeakComboAward );
LuaXToString( Difficulty );
LuaStringToX( Difficulty );
void DisplayBpms::Add( float f )
{
vfBpms.push_back( f );
}
float DisplayBpms::GetMin() const
{
float fMin = FLT_MAX;
FOREACH_CONST( float, vfBpms, f )
{
if( *f != -1 )
fMin = min( fMin, *f );
}
if( fMin == FLT_MAX )
return 0;
else
return fMin;
}
float DisplayBpms::GetMax() const
{
float fMax = 0;
FOREACH_CONST( float, vfBpms, f )
{
if( *f != -1 )
fMax = max( fMax, *f );
}
return fMax;
}
bool DisplayBpms::BpmIsConstant() const
{
return fabsf( GetMin() - GetMax() ) < 0.001f;
}
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bool DisplayBpms::IsSecret() const
{
FOREACH_CONST( float, vfBpms, f )
{
if( *f == -1 )
return true;
}
return false;
}
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static const char *StyleTypeNames[] = {
"OnePlayerOneSide",
"TwoPlayersTwoSides",
"OnePlayerTwoSides",
};
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XToString( StyleType, NUM_STYLE_TYPES );
StringToX( StyleType );
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static const char *MenuDirNames[] = {
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"Up",
"Down",
"Left",
"Right",
"Auto",
};
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XToString( MenuDir, NUM_MENU_DIRS );
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static const char *GoalTypeNames[] = {
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"Calories",
"Time",
"None",
};
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XToString( GoalType, NUM_GOAL_TYPES );
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StringToX( GoalType );
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static void LuaGoalType(lua_State* L)
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{
FOREACH_GoalType( gt )
{
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RString s = GoalTypeNames[gt];
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s.MakeUpper();
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LUA->SetGlobal( "GOAL_"+s, gt );
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}
}
REGISTER_WITH_LUA_FUNCTION( LuaGoalType );
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static const char *StageNames[] = {
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"1",
"2",
"3",
"4",
"5",
"6",
"Final",
"Extra1",
"Extra2",
"Nonstop",
"Oni",
"Endless",
"Event",
"Demo",
};
XToString( Stage, NUM_STAGES );
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static void LuaStage(lua_State* L)
{
FOREACH_Stage( st )
{
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RString s = StageNames[st];
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s.MakeUpper();
LUA->SetGlobal( "STAGE_"+s, st );
}
}
REGISTER_WITH_LUA_FUNCTION( LuaStage );
LuaXToString( Stage );
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/*
* (c) 2001-2004 Chris Danford
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/