More doxygen updates.
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@@ -1,5 +1,3 @@
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/** @brief HighScore - Player scoring data that persists between sessions. */
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#ifndef HIGH_SCORE_H
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#ifndef HIGH_SCORE_H
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#define HIGH_SCORE_H
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#define HIGH_SCORE_H
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@@ -13,7 +11,9 @@ struct RadarValues;
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struct lua_State;
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struct lua_State;
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struct HighScoreImpl;
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struct HighScoreImpl;
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/** @brief The high score that is earned by a player. */
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/** @brief The high score that is earned by a player.
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*
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* This is scoring data that is persisted between sessions. */
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struct HighScore
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struct HighScore
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{
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{
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HighScore();
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HighScore();
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+4
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@@ -91,8 +91,10 @@ public:
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RString ATTACK_DISPLAY_X_NAME( size_t p, size_t both_sides ) { return "AttackDisplayXOffset" + (both_sides ? RString("BothSides") : ssprintf("OneSideP%d",int(p+1)) ); }
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RString ATTACK_DISPLAY_X_NAME( size_t p, size_t both_sides ) { return "AttackDisplayXOffset" + (both_sides ? RString("BothSides") : ssprintf("OneSideP%d",int(p+1)) ); }
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/* Distance to search for a note in Step(), in seconds. */
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/**
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// TODO: This should be calculated based on the max size of the current judgment windows.
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* @brief Distance to search for a note in Step(), in seconds.
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*
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* TODO: This should be calculated based on the max size of the current judgment windows. */
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static const float StepSearchDistance = 1.0f;
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static const float StepSearchDistance = 1.0f;
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void TimingWindowSecondsInit( size_t /*TimingWindow*/ i, RString &sNameOut, float &defaultValueOut )
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void TimingWindowSecondsInit( size_t /*TimingWindow*/ i, RString &sNameOut, float &defaultValueOut )
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+3
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@@ -1,5 +1,3 @@
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/* Player - Accepts input, knocks down TapNotes that were stepped on, and keeps score for the player. */
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#ifndef PLAYER_H
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#ifndef PLAYER_H
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#define PLAYER_H
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#define PLAYER_H
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@@ -37,6 +35,7 @@ AutoScreenMessage( SM_1000Combo );
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AutoScreenMessage( SM_ComboStopped );
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AutoScreenMessage( SM_ComboStopped );
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AutoScreenMessage( SM_ComboContinuing );
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AutoScreenMessage( SM_ComboContinuing );
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/** @brief Accepts input, knocks down TapNotes that were stepped on, and keeps score for the player. */
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class Player: public ActorFrame
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class Player: public ActorFrame
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{
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{
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public:
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public:
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@@ -145,7 +144,9 @@ protected:
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bool m_bLoaded;
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bool m_bLoaded;
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/** @brief The player's present state. */
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PlayerState *m_pPlayerState;
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PlayerState *m_pPlayerState;
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/** @brief The player's present stage stats. */
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PlayerStageStats *m_pPlayerStageStats;
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PlayerStageStats *m_pPlayerStageStats;
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float m_fNoteFieldHeight;
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float m_fNoteFieldHeight;
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@@ -1,5 +1,3 @@
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/* ScoreDisplayLifeTime - Display a updating count of life time remaining. */
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#ifndef ScoreDisplayLifeTime_H
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#ifndef ScoreDisplayLifeTime_H
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#define ScoreDisplayLifeTime_H
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#define ScoreDisplayLifeTime_H
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@@ -7,6 +5,10 @@
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#include "BitmapText.h"
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#include "BitmapText.h"
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#include "AutoActor.h"
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#include "AutoActor.h"
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/**
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* @breif Display a updating count of life time remaining.
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*
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* This is mainly used for Survival mode. */
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class ScoreDisplayLifeTime : public ScoreDisplay
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class ScoreDisplayLifeTime : public ScoreDisplay
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{
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{
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public:
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public:
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+30
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/* ScreenEvaluation - Shows the player their score after gameplay has ended. */
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#ifndef SCREEN_EVALUATION_H
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#ifndef SCREEN_EVALUATION_H
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#define SCREEN_EVALUATION_H
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#define SCREEN_EVALUATION_H
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@@ -14,31 +12,38 @@
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#include "ThemeMetric.h"
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#include "ThemeMetric.h"
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#include "RollingNumbers.h"
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#include "RollingNumbers.h"
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const int MAX_SONGS_TO_SHOW = 5; // In summary, we show last 3 stages, plus extra stages if passed
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/**
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* @brief How many songs are shown at the end?
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*
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* In the traditional summary, only the last three stages are shown.
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* If any extra stages are passed, those get shown as well. */
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const int MAX_SONGS_TO_SHOW = 5;
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/** @brief The different judgment lines shown. */
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enum JudgmentLine
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enum JudgmentLine
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{
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{
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JudgmentLine_W1,
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JudgmentLine_W1, /**< The line showing absolutely perfect hits. */
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JudgmentLine_W2,
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JudgmentLine_W2, /**< The line showing just-a-smidge-off perfect hits. */
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JudgmentLine_W3,
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JudgmentLine_W3, /**< The line showing almost perfect hits. */
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JudgmentLine_W4,
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JudgmentLine_W4, /**< The line showing hits that were not that good. */
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JudgmentLine_W5,
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JudgmentLine_W5, /**< The line showing hits that were almost missed. */
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JudgmentLine_Miss,
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JudgmentLine_Miss, /**< The line showing missed notes. */
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JudgmentLine_Held,
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JudgmentLine_Held, /**< The line showing held down notes. */
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JudgmentLine_MaxCombo,
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JudgmentLine_MaxCombo, /**< The line showing the player's max combo. */
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NUM_JudgmentLine,
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NUM_JudgmentLine, /**< The number of judgment lines available. */
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JudgmentLine_Invalid
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JudgmentLine_Invalid
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};
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};
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/** @brief The number of details based on the radar categories. */
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enum DetailLine
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enum DetailLine
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{
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{
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DetailLine_NumSteps,
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DetailLine_NumSteps, /**< The number of steps hit. */
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DetailLine_Jumps,
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DetailLine_Jumps, /**< The number of jumps hit together. */
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DetailLine_Holds,
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DetailLine_Holds, /**< The number of holds held. */
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DetailLine_Mines,
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DetailLine_Mines, /**< The number of mines avoided. */
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DetailLine_Hands,
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DetailLine_Hands, /**< The number of hands hit (somehow) */
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DetailLine_Rolls,
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DetailLine_Rolls, /**< The number of rolls hit repeatedly. */
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NUM_DetailLine
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NUM_DetailLine /**< The nuber of detailed lines. */
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};
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};
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/** @brief Shows the player their score after gameplay has ended. */
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class ScreenEvaluation : public ScreenWithMenuElements
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class ScreenEvaluation : public ScreenWithMenuElements
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{
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{
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public:
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public:
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@@ -108,14 +113,16 @@ protected:
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RageSound m_soundStart; // sound played if the player passes or fails
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RageSound m_soundStart; // sound played if the player passes or fails
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ThemeMetric<bool> SUMMARY;
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ThemeMetric<bool> SUMMARY;
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/** @brief Did a player save a screenshot of their score? */
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bool m_bSavedScreenshot[NUM_PLAYERS];
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bool m_bSavedScreenshot[NUM_PLAYERS];
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};
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};
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#endif
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#endif
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/*
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/**
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* (c) 2001-2004 Chris Danford
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* @file
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* @author Chris Danford (c) 2001-2004
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* @section LICENSE
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* All rights reserved.
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* All rights reserved.
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*
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* Permission is hereby granted, free of charge, to any person obtaining a
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