2011-03-17 01:47:30 -04:00
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#include "global.h"
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#include "Difficulty.h"
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#include "GameState.h"
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#include "ThemeMetric.h"
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#include "LuaManager.h"
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#include "LocalizedString.h"
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#include "GameConstantsAndTypes.h"
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#include "GameManager.h"
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#include "Steps.h"
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#include "Trail.h"
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static const char *DifficultyNames[] = {
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"Beginner",
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"Easy",
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"Medium",
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"Hard",
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"Challenge",
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"Edit",
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};
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XToString( Difficulty );
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StringToX( Difficulty );
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LuaXType( Difficulty );
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/* We prefer the above names; recognize a number of others, too. (They'll get
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* normalized when written to SMs, etc.) TODO: Format specific hacks should be
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* moved into the file loader for that format. We don't want to carry these
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* hacks forward to file formats that don't need them. */
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Difficulty DwiCompatibleStringToDifficulty( const RString& sDC )
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{
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RString s2 = sDC;
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s2.MakeLower();
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if( s2 == "beginner" ) return Difficulty_Beginner;
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else if( s2 == "easy" ) return Difficulty_Easy;
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else if( s2 == "basic" ) return Difficulty_Easy;
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else if( s2 == "light" ) return Difficulty_Easy;
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else if( s2 == "medium" ) return Difficulty_Medium;
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else if( s2 == "another" ) return Difficulty_Medium;
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else if( s2 == "trick" ) return Difficulty_Medium;
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else if( s2 == "standard" ) return Difficulty_Medium;
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else if( s2 == "difficult") return Difficulty_Medium;
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else if( s2 == "hard" ) return Difficulty_Hard;
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else if( s2 == "ssr" ) return Difficulty_Hard;
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else if( s2 == "maniac" ) return Difficulty_Hard;
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else if( s2 == "heavy" ) return Difficulty_Hard;
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else if( s2 == "smaniac" ) return Difficulty_Challenge;
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else if( s2 == "challenge" ) return Difficulty_Challenge;
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else if( s2 == "expert" ) return Difficulty_Challenge;
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else if( s2 == "oni" ) return Difficulty_Challenge;
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else if( s2 == "edit" ) return Difficulty_Edit;
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else return Difficulty_Invalid;
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}
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const RString &CourseDifficultyToLocalizedString( CourseDifficulty x )
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{
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static auto_ptr<LocalizedString> g_CourseDifficultyName[NUM_Difficulty];
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if( g_CourseDifficultyName[0].get() == NULL )
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{
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FOREACH_ENUM( Difficulty,i)
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{
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auto_ptr<LocalizedString> ap( new LocalizedString("CourseDifficulty", DifficultyToString(i)) );
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g_CourseDifficultyName[i] = ap;
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}
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}
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return g_CourseDifficultyName[x]->GetValue();
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}
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LuaFunction( CourseDifficultyToLocalizedString, CourseDifficultyToLocalizedString(Enum::Check<Difficulty>(L, 1)) );
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CourseDifficulty GetNextShownCourseDifficulty( CourseDifficulty cd )
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{
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for( CourseDifficulty d=(CourseDifficulty)(cd+1); d<NUM_Difficulty; enum_add(d, 1) )
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{
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if( GAMESTATE->IsCourseDifficultyShown(d) )
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return d;
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}
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return Difficulty_Invalid;
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}
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static ThemeMetric<RString> NAMES("CustomDifficulty","Names");
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RString GetCustomDifficulty( StepsType st, Difficulty dc, CourseType ct )
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{
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/* XXX GAMEMAN->GetStepsTypeInfo( StepsType_Invalid ) will crash. I'm not
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* sure what the correct behavior in this case should be. Should we still
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* allow custom difficulties? Why do we not allow custom difficulties for
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* Couple, Routine, or Edit? - Steve */
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// CustomDifficulty for Edit defeats the purpose of the edit's name.
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// I don't know the other two. -aj
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if( st == StepsType_Invalid )
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{
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/* This is not totally necessary since DifficultyToString() will
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* return "", but the comment there says that the caller should
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* really be checking for invalid values. */
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if( dc == Difficulty_Invalid )
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return RString();
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return DifficultyToString( dc );
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}
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const StepsTypeInfo &sti = GAMEMAN->GetStepsTypeInfo( st );
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switch( sti.m_StepsTypeCategory )
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{
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DEFAULT_FAIL(sti.m_StepsTypeCategory);
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case StepsTypeCategory_Single:
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case StepsTypeCategory_Double:
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if( dc == Difficulty_Edit )
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{
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return "Edit";
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}
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else
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{
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// OPTIMIZATION OPPORTUNITY: cache these metrics and cache the splitting
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vector<RString> vsNames;
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split( NAMES, ",", vsNames );
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FOREACH( RString, vsNames, sName )
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{
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ThemeMetric<StepsType> STEPS_TYPE("CustomDifficulty",(*sName)+"StepsType");
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if( STEPS_TYPE == StepsType_Invalid || st == STEPS_TYPE ) // match
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{
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ThemeMetric<Difficulty> DIFFICULTY("CustomDifficulty",(*sName)+"Difficulty");
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if( DIFFICULTY == Difficulty_Invalid || dc == DIFFICULTY ) // match
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{
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ThemeMetric<CourseType> COURSE_TYPE("CustomDifficulty",(*sName)+"CourseType");
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if( COURSE_TYPE == CourseType_Invalid || ct == COURSE_TYPE ) // match
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{
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ThemeMetric<RString> STRING("CustomDifficulty",(*sName)+"String");
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return STRING.GetValue();
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}
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}
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}
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}
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// no matching CustomDifficulty, so use a regular difficulty name
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if( dc == Difficulty_Invalid )
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return RString();
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return DifficultyToString( dc );
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}
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case StepsTypeCategory_Couple:
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return "Couple";
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case StepsTypeCategory_Routine:
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return "Routine";
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}
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}
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LuaFunction( GetCustomDifficulty, GetCustomDifficulty(Enum::Check<StepsType>(L,1), Enum::Check<Difficulty>(L, 2), Enum::Check<CourseType>(L, 3, true)) );
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RString CustomDifficultyToLocalizedString( const RString &sCustomDifficulty )
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{
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return THEME->GetString( "CustomDifficulty", sCustomDifficulty );
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}
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LuaFunction( CustomDifficultyToLocalizedString, CustomDifficultyToLocalizedString(SArg(1)) );
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RString StepsToCustomDifficulty( const Steps *pSteps )
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{
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return GetCustomDifficulty( pSteps->m_StepsType, pSteps->GetDifficulty(), CourseType_Invalid );
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}
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RString TrailToCustomDifficulty( const Trail *pTrail )
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{
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return GetCustomDifficulty( pTrail->m_StepsType, pTrail->m_CourseDifficulty, pTrail->m_CourseType );
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}
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#include "LuaBinding.h"
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LuaFunction( StepsToCustomDifficulty, StepsToCustomDifficulty(Luna<Steps>::check(L, 1)) );
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LuaFunction( TrailToCustomDifficulty, TrailToCustomDifficulty(Luna<Trail>::check(L, 1)) );
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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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