cleanup of ScreenSelect
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@@ -1,220 +0,0 @@
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#include "global.h"
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/*
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-----------------------------------------------------------------------------
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Class: ScreenSelectStyle
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Desc: See Header.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
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-----------------------------------------------------------------------------
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*/
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#include "ScreenSelectStyle.h"
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#include "ScreenManager.h"
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#include "PrefsManager.h"
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#include "RageSoundManager.h"
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#include "GameConstantsAndTypes.h"
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#include "PrefsManager.h"
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#include "GameManager.h"
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#include "RageLog.h"
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#include "AnnouncerManager.h"
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#include "GameState.h"
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#include "GameConstantsAndTypes.h"
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#include "ThemeManager.h"
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#include "ModeSelector.h"
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#define SELECTOR THEME->GetMetric ("ScreenSelectStyle","Selector")
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#define HELP_TEXT THEME->GetMetric ("ScreenSelectStyle","HelpText")
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#define TIMER_SECONDS THEME->GetMetricI("ScreenSelectStyle","TimerSeconds")
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#define NEXT_SCREEN THEME->GetMetric ("ScreenSelectStyle","NextScreen")
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ScreenSelectStyle::ScreenSelectStyle()
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{
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LOG->Trace( "ScreenSelectStyle::ScreenSelectStyle()" );
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GAMESTATE->m_bPlayersCanJoin = true;
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vector<ModeChoice> aModeChoices;
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vector<Style> aStyles;
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GAMEMAN->GetStylesForGame( GAMESTATE->m_CurGame, aStyles );
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ASSERT( !aStyles.empty() ); // every game should have at least one Style, or else why have the Game? :-)
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for( unsigned s=0; s<aStyles.size(); s++ )
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{
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Style style = aStyles[s];
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const StyleDef* pStyleDef = GAMEMAN->GetStyleDefForStyle(aStyles[s]);
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int iNumSidesJoinedToPlay;
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switch( pStyleDef->m_StyleType )
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{
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case StyleDef::ONE_PLAYER_ONE_CREDIT: iNumSidesJoinedToPlay = 1; break;
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case StyleDef::TWO_PLAYERS_TWO_CREDITS: iNumSidesJoinedToPlay = 2; break;
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case StyleDef::ONE_PLAYER_TWO_CREDITS: iNumSidesJoinedToPlay = 2; break;
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default: ASSERT(0); iNumSidesJoinedToPlay = 1;
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}
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ModeChoice mc = {
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GAMESTATE->m_CurGame,
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PLAY_MODE_INVALID,
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style,
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DIFFICULTY_INVALID,
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"",
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iNumSidesJoinedToPlay
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};
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strcpy( mc.name, pStyleDef->m_szName );
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aModeChoices.push_back( mc );
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}
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m_pSelector = ModeSelector::Create( SELECTOR );
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m_pSelector->Init( aModeChoices, "ScreenSelectStyle", "select style" );
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this->AddChild( m_pSelector );
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m_Menu.Load(
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THEME->GetPathTo("BGAnimations","select style"),
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THEME->GetPathTo("Graphics","select style top edge"),
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HELP_TEXT, false, true, TIMER_SECONDS
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);
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this->AddChild( &m_Menu );
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SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("select style intro") );
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SOUNDMAN->PlayMusic( THEME->GetPathTo("Sounds","select style music") );
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m_Menu.TweenOnScreenFromBlack( SM_None );
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}
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ScreenSelectStyle::~ScreenSelectStyle()
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{
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LOG->Trace( "ScreenSelectStyle::~ScreenSelectStyle()" );
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}
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void ScreenSelectStyle::Update( float fDelta )
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{
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Screen::Update( fDelta );
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}
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void ScreenSelectStyle::DrawPrimitives()
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{
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m_Menu.DrawBottomLayer();
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Screen::DrawPrimitives();
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m_Menu.DrawTopLayer();
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}
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void ScreenSelectStyle::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
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{
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LOG->Trace( "ScreenSelectStyle::Input()" );
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if( m_Menu.IsClosing() )
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return;
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Screen::Input( DeviceI, type, GameI, MenuI, StyleI ); // default input handler
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}
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void ScreenSelectStyle::HandleScreenMessage( const ScreenMessage SM )
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{
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switch( SM )
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{
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case SM_BeginFadingOut: // sent by our ModeSelector
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ModeChoice mc;
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m_pSelector->GetSelectedModeChoice( GAMESTATE->m_MasterPlayerNumber, &mc );
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GAMESTATE->ApplyModeChoice( &mc, GAMESTATE->m_MasterPlayerNumber );
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GAMESTATE->m_bPlayersCanJoin = false;
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SCREENMAN->RefreshCreditsMessages();
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m_Menu.StopTimer();
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m_pSelector->TweenOffScreen();
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m_Menu.TweenOffScreenToMenu( SM_GoToNextScreen );
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break;
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case SM_MenuTimer:
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{
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for( int p=0; p<NUM_PLAYERS; p++ )
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if( GAMESTATE->IsPlayerEnabled(p) )
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MenuStart( (PlayerNumber)p );
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}
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break;
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case SM_GoToPrevScreen:
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SOUNDMAN->StopMusic();
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SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
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break;
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case SM_GoToNextScreen:
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SCREENMAN->SetNewScreen( NEXT_SCREEN );
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break;
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}
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}
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void ScreenSelectStyle::MenuLeft( PlayerNumber pn )
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{
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m_pSelector->MenuLeft( pn );
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}
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void ScreenSelectStyle::MenuRight( PlayerNumber pn )
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{
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m_pSelector->MenuRight( pn );
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}
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void ScreenSelectStyle::MenuUp( PlayerNumber pn )
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{
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m_pSelector->MenuUp( pn );
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}
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void ScreenSelectStyle::MenuDown( PlayerNumber pn )
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{
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m_pSelector->MenuDown( pn );
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}
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void ScreenSelectStyle::MenuStart( PlayerNumber pn )
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{
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if( pn!=PLAYER_INVALID && !GAMESTATE->m_bSideIsJoined[pn] )
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{
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/* I think JP should allow playing two-pad singleplayer modes (doubles),
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* but not two-pad two-player modes (battle). (Battle mode isn't "joint".)
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* That means we should leave player-entry logic alone and simply enable
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* couples mode if JP is on and only one person has clicked in. (However,
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* that means we'll display couples even if we don't really know if we have
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* a second pad, which is a little annoying.)
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*
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* Also, credit deduction should be handled in StepMania.cpp (along with
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* the coin logic) using GAMESTATE->m_bPlayersCanJoin, since there
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* are other screens you can join (eg ScreenCaution). -glenn */
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if( PREFSMAN->m_CoinMode == PrefsManager::COIN_PAY )
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{
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if( !PREFSMAN->m_bJointPremium )
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{
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if( GAMESTATE->m_iCoins < PREFSMAN->m_iCoinsPerCredit )
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{
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/* Joint Premium is NOT enabled, and we do not have enough credits */
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return;
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}
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/* Joint Premium is NOT enabled, but we have enough credits. Pay up! */
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GAMESTATE->m_iCoins -= PREFSMAN->m_iCoinsPerCredit;
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}
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}
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/* If credits had to be used, it's already taken care of.. add the player */
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SOUNDMAN->PlayOnce( THEME->GetPathTo("Sounds","menu start") );
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GAMESTATE->m_bSideIsJoined[pn] = true;
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SCREENMAN->RefreshCreditsMessages();
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m_pSelector->UpdateSelectableChoices();
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}
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else
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m_pSelector->MenuStart( pn );
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}
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void ScreenSelectStyle::MenuBack( PlayerNumber pn )
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{
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SOUNDMAN->StopMusic();
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m_Menu.TweenOffScreenToBlack( SM_GoToPrevScreen, true );
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}
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