add Banners for various SortOrders. (Group and Recent not included for various reasons)
This commit is contained in:
@@ -13,6 +13,11 @@ _____________________________________________________________________________
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sm-ssc v1.2 | 201012xx
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--------------------------------------------------------------------------------
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20101223
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--------
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* Added Banners for most SortOrders. (Group is excluded (song group banners
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still work), as is Recent (which has no sections).) [freem]
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20101222
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--------
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* Added Shift+Ctrl+F2 shortcut for reloading overlay screens (and metrics) [freem]
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@@ -0,0 +1 @@
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Common fallback banner
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@@ -0,0 +1 @@
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Common fallback banner
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@@ -0,0 +1 @@
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Common fallback banner
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@@ -0,0 +1 @@
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Common fallback banner
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@@ -0,0 +1 @@
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Common fallback banner
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@@ -0,0 +1 @@
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Common fallback banner
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@@ -0,0 +1 @@
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Common fallback banner
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@@ -0,0 +1 @@
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Common fallback banner
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@@ -0,0 +1 @@
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Common fallback banner
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@@ -0,0 +1 @@
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Common fallback banner
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@@ -0,0 +1 @@
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Common fallback banner
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@@ -0,0 +1 @@
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Common fallback banner
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@@ -0,0 +1 @@
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Common fallback banner
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@@ -0,0 +1 @@
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Common fallback banner
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@@ -220,6 +220,20 @@ void Banner::LoadRandom()
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m_bScrolling = (bool)SCROLL_ROULETTE;
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}
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void Banner::LoadFromSortOrder( SortOrder so )
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{
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if( so == NULL || so == SortOrder_Invalid )
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{
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LoadFallback();
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}
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else
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{
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if( so != SORT_GROUP && so != SORT_RECENT )
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Load( THEME->GetPathG("Banner",ssprintf("%s",SortOrderToString(so).c_str())) );
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}
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m_bScrolling = false;
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}
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// lua start
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#include "LuaBinding.h"
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@@ -274,6 +288,16 @@ public:
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p->LoadFromSongGroup( SArg(1) );
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return 0;
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}
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static int LoadFromSortOrder( T* p, lua_State *L )
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{
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if( lua_isnil(L,1) ) { p->LoadFromSortOrder( SortOrder_Invalid ); }
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else
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{
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SortOrder so = Enum::Check<SortOrder>(L, 1);
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p->LoadFromSortOrder( so );
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}
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return 0;
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}
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LunaBanner()
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{
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@@ -287,6 +311,7 @@ public:
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ADD_METHOD( LoadBannerFromUnlockEntry );
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ADD_METHOD( LoadBackgroundFromUnlockEntry );
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ADD_METHOD( LoadFromSongGroup );
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ADD_METHOD( LoadFromSortOrder );
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}
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};
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@@ -5,6 +5,7 @@
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#include "Sprite.h"
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#include "RageTextureID.h"
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#include "GameConstantsAndTypes.h"
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class Song;
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class Course;
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class Character;
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@@ -34,6 +35,7 @@ public:
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void LoadBackgroundFromUnlockEntry( const UnlockEntry* pUE );
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void LoadRoulette();
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void LoadRandom();
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void LoadFromSortOrder( SortOrder so );
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void LoadFallback();
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void LoadFallbackBG();
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void LoadCourseFallback();
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@@ -240,6 +240,12 @@ void FadingBanner::LoadRandom()
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m_Banner[m_iIndexLatest].LoadRandom();
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}
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void FadingBanner::LoadFromSortOrder( SortOrder so )
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{
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BeforeChange();
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m_Banner[m_iIndexLatest].LoadFromSortOrder(so);
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}
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void FadingBanner::LoadFallback()
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{
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BeforeChange();
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@@ -27,6 +27,7 @@ public:
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void LoadBannerFromUnlockEntry( const UnlockEntry* pUE );
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void LoadRoulette();
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void LoadRandom();
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void LoadFromSortOrder( SortOrder so );
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void LoadFallback();
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void LoadCourseFallback();
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@@ -105,7 +105,6 @@ const RString& PlayModeToLocalizedString( PlayMode pm );
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PlayMode StringToPlayMode( const RString& s );
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LuaDeclareType( PlayMode );
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// ziup2 has SortOrder_PinnedMeter (¿qef?)
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enum SortOrder
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{
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// song sorts
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+38
-25
@@ -1691,31 +1691,44 @@ void ScreenSelectMusic::AfterMusicChange()
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switch( m_MusicWheel.GetSelectedType() )
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{
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case TYPE_SECTION:
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g_sBannerPath = SONGMAN->GetSongGroupBannerPath( m_MusicWheel.GetSelectedSection() );
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if( SAMPLE_MUSIC_PREVIEW_MODE != SampleMusicPreviewMode_LastSong )
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m_sSampleMusicToPlay = m_sSectionMusicPath;
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break;
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case TYPE_SORT:
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bWantBanner = false; // we load it ourself
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m_Banner.LoadMode();
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if( SAMPLE_MUSIC_PREVIEW_MODE != SampleMusicPreviewMode_LastSong )
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m_sSampleMusicToPlay = m_sSortMusicPath;
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break;
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case TYPE_ROULETTE:
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bWantBanner = false; // we load it ourself
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m_Banner.LoadRoulette();
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if( SAMPLE_MUSIC_PREVIEW_MODE != SampleMusicPreviewMode_LastSong )
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m_sSampleMusicToPlay = m_sRouletteMusicPath;
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break;
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case TYPE_RANDOM:
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bWantBanner = false; // we load it ourself
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m_Banner.LoadRandom();
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//if( SAMPLE_MUSIC_PREVIEW_MODE != SampleMusicPreviewMode_LastSong )
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m_sSampleMusicToPlay = m_sRandomMusicPath;
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break;
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default:
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ASSERT(0);
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case TYPE_SECTION:
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// reduce scope
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{
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SortOrder curSort = GAMESTATE->m_SortOrder;
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if( curSort == SORT_GROUP)
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{
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g_sBannerPath = SONGMAN->GetSongGroupBannerPath( m_MusicWheel.GetSelectedSection() );
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}
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else
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{
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bWantBanner = false; // we load it ourself
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m_Banner.LoadFromSortOrder(curSort);
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}
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if( SAMPLE_MUSIC_PREVIEW_MODE != SampleMusicPreviewMode_LastSong )
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m_sSampleMusicToPlay = m_sSectionMusicPath;
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}
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break;
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case TYPE_SORT:
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bWantBanner = false; // we load it ourself
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m_Banner.LoadMode();
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if( SAMPLE_MUSIC_PREVIEW_MODE != SampleMusicPreviewMode_LastSong )
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m_sSampleMusicToPlay = m_sSortMusicPath;
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break;
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case TYPE_ROULETTE:
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bWantBanner = false; // we load it ourself
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m_Banner.LoadRoulette();
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if( SAMPLE_MUSIC_PREVIEW_MODE != SampleMusicPreviewMode_LastSong )
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m_sSampleMusicToPlay = m_sRouletteMusicPath;
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break;
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case TYPE_RANDOM:
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bWantBanner = false; // we load it ourself
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m_Banner.LoadRandom();
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//if( SAMPLE_MUSIC_PREVIEW_MODE != SampleMusicPreviewMode_LastSong )
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m_sSampleMusicToPlay = m_sRandomMusicPath;
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break;
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default:
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ASSERT(0);
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}
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// override this if the sample music mode wants to.
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/*
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