2003-02-16 04:01:45 +00:00
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#include "global.h"
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2002-09-03 00:22:12 +00:00
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#include "CodeDetector.h"
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2003-05-04 13:58:45 +00:00
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#include "PlayerOptions.h"
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2002-09-03 00:22:12 +00:00
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#include "GameState.h"
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#include "InputQueue.h"
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#include "ThemeManager.h"
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#include "RageLog.h"
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2004-07-25 17:07:32 +00:00
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#include "Game.h"
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#include "RageUtil.h"
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#include "PlayerState.h"
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#include "InputEventPlus.h"
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const char *CodeNames[] = {
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"PrevSteps1",
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"PrevSteps2",
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"NextSteps1",
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"NextSteps2",
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2002-09-03 00:22:12 +00:00
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"NextSort1",
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"NextSort2",
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"NextSort3",
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"NextSort4",
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"ModeMenu1",
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"ModeMenu2",
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"Mirror",
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"Left",
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"Right",
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"Shuffle",
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"SuperShuffle",
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"NextTransform",
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"NextScrollSpeed",
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"PreviousScrollSpeed",
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"NextAccel",
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"NextEffect",
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"NextAppearance",
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"NextTurn",
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"Reverse",
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"HoldNotes",
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"Mines",
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"Dark",
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"Hidden",
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"RandomVanish",
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"CancelAll",
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"NextTheme",
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"NextTheme2",
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"NextAnnouncer",
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"NextAnnouncer2",
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"NextBannerGroup",
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"NextBannerGroup2",
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"SaveScreenshot1",
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"SaveScreenshot2",
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"CancelAllPlayerOptions",
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"BackInEventMode",
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};
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XToString( Code );
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2007-03-15 20:44:18 +00:00
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static InputQueueCode g_CodeItems[NUM_Code];
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bool CodeDetector::EnteredCode( GameController controller, Code code )
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{
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return g_CodeItems[code].EnteredCode( controller );
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}
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2006-01-22 01:00:06 +00:00
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void CodeDetector::RefreshCacheItems( RString sClass )
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{
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if( sClass == "" )
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sClass = "CodeDetector";
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FOREACH_ENUM( Code, c )
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{
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InputQueueCode& item = g_CodeItems[c];
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const RString sCodeName = CodeToString(c);
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const RString sButtonsNames = THEME->GetMetric(sClass,sCodeName);
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item.Load( sButtonsNames );
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}
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}
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2003-09-07 22:03:23 +00:00
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bool CodeDetector::EnteredNextBannerGroup( GameController controller )
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{
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return EnteredCode(controller,CODE_BW_NEXT_GROUP) || EnteredCode(controller,CODE_BW_NEXT_GROUP2);
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}
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bool CodeDetector::EnteredPrevSteps( GameController controller )
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{
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return EnteredCode(controller,Code_PrevSteps1) || EnteredCode(controller,Code_PrevSteps2);
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}
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bool CodeDetector::EnteredNextSteps( GameController controller )
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{
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return EnteredCode(controller,Code_NextSteps1) || EnteredCode(controller,Code_NextSteps2);
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}
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bool CodeDetector::EnteredNextSort( GameController controller )
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{
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return EnteredCode(controller,CODE_NEXT_SORT1) ||
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EnteredCode(controller,CODE_NEXT_SORT2) ||
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EnteredCode(controller,CODE_NEXT_SORT3) ||
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EnteredCode(controller,CODE_NEXT_SORT4);
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2002-09-03 00:22:12 +00:00
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}
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2004-01-11 08:15:44 +00:00
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bool CodeDetector::EnteredModeMenu( GameController controller )
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{
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return EnteredCode(controller,CODE_MODE_MENU1) || EnteredCode(controller,CODE_MODE_MENU2);
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}
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2002-09-03 00:22:12 +00:00
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#define TOGGLE(v,a,b) if(v!=a) v=a; else v=b;
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#define FLOAT_TOGGLE(v) if(v!=1.f) v=1.f; else v=0.f;
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// XXX: Read the metrics file instead!
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// Using this can give us unlisted scroll speeds on the Options screen.
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#define INCREMENT_SCROLL_SPEED(s) (s==0.5f) ? s=0.75f : (s==0.75f) ? s=1.0f : (s==1.0f) ? s=1.5f : (s==1.5f) ? s=2.0f : (s==2.0f) ? s=3.0f : (s==3.0f) ? s=4.0f : (s==4.0f) ? s=5.0f : (s==5.0f) ? s=8.0f : s=0.5f;
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#define DECREMENT_SCROLL_SPEED(s) (s==0.75f) ? s=0.5f : (s==1.0f) ? s=0.75f : (s==1.5f) ? s=1.0f : (s==2.0f) ? s=1.5f : (s==3.0f) ? s=2.0f : (s==4.0f) ? s=3.0f : (s==5.0f) ? s=4.0f : (s==8.0f) ? s=4.0f : s=8.0f;
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2002-09-03 00:22:12 +00:00
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2003-04-13 04:50:08 +00:00
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bool CodeDetector::DetectAndAdjustMusicOptions( GameController controller )
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{
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PlayerNumber pn = INPUTMAPPER->ControllerToPlayerNumber( controller );
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2003-04-13 06:29:02 +00:00
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for( int c=CODE_MIRROR; c<=CODE_CANCEL_ALL; c++ )
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{
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Code code = (Code)c;
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PlayerOptions po = GAMESTATE->m_pPlayerState[pn]->m_PlayerOptions.GetPreferred();
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2003-04-13 04:50:08 +00:00
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if( EnteredCode(controller,code) )
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{
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switch( code )
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{
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case CODE_MIRROR: po.ToggleOneTurn( PlayerOptions::TURN_MIRROR ); break;
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case CODE_LEFT: po.ToggleOneTurn( PlayerOptions::TURN_LEFT ); break;
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case CODE_RIGHT: po.ToggleOneTurn( PlayerOptions::TURN_RIGHT ); break;
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case CODE_SHUFFLE: po.ToggleOneTurn( PlayerOptions::TURN_SHUFFLE ); break;
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case CODE_SUPER_SHUFFLE: po.ToggleOneTurn( PlayerOptions::TURN_SUPER_SHUFFLE ); break;
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case CODE_NEXT_TRANSFORM: po.NextTransform(); break;
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case CODE_NEXT_SCROLL_SPEED: INCREMENT_SCROLL_SPEED( po.m_fScrollSpeed ); break;
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case CODE_PREVIOUS_SCROLL_SPEED: DECREMENT_SCROLL_SPEED( po.m_fScrollSpeed ); break;
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case CODE_NEXT_ACCEL: po.NextAccel(); break;
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case CODE_NEXT_EFFECT: po.NextEffect(); break;
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case CODE_NEXT_APPEARANCE: po.NextAppearance(); break;
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case CODE_NEXT_TURN: po.NextTurn(); break;
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case CODE_REVERSE: po.NextScroll(); break;
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case CODE_HOLDS: TOGGLE( po.m_bTransforms[PlayerOptions::TRANSFORM_NOHOLDS], true, false ); break;
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case CODE_MINES: TOGGLE( po.m_bTransforms[PlayerOptions::TRANSFORM_NOMINES], true, false ); break;
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case CODE_DARK: FLOAT_TOGGLE( po.m_fDark ); break;
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case CODE_CANCEL_ALL: GAMESTATE->GetDefaultPlayerOptions( po ); break;
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case CODE_HIDDEN:
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ZERO(po.m_fAppearances);
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po.m_fAppearances[PlayerOptions::APPEARANCE_HIDDEN] = 1;
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break;
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case CODE_RANDOMVANISH:
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ZERO(po.m_fAppearances);
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po.m_fAppearances[PlayerOptions::APPEARANCE_RANDOMVANISH] = 1;
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break;
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2005-10-27 07:51:37 +00:00
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default: break;
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2002-09-03 00:22:12 +00:00
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}
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2006-08-05 02:38:05 +00:00
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2006-08-05 04:47:01 +00:00
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GAMESTATE->m_pPlayerState[pn]->m_PlayerOptions.Assign( ModsLevel_Preferred, po );
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2006-08-05 02:38:05 +00:00
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2002-09-03 00:22:12 +00:00
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return true; // don't check any more
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}
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}
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return false;
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}
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2004-05-31 22:42:12 +00:00
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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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