...ah yes. Merges. My old friends.
This commit is contained in:
@@ -0,0 +1,13 @@
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local Color1 = color(Var "Color1");
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local Color2 = color(Var "Color2");
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local t = Def.ActorFrame {};
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t[#t+1] = LoadActor(Var "File1") .. {
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OnCommand=cmd(diffuse,Color1;blend,"BlendMode_Add";x,SCREEN_CENTER_X;y,SCREEN_CENTER_Y;scale_or_crop_background;linear,1;diffusealpha,0);
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GainFocusCommand=cmd(play);
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LoseFocusCommand=cmd(pause);
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};
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return t;
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@@ -0,0 +1,20 @@
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local Color1 = color(Var "Color1");
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local Color2 = color(Var "Color2");
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local t = Def.ActorFrame {};
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t[#t+1] = LoadActor(Var "File1") .. {
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OnCommand=cmd(x,SCREEN_CENTER_X;y,SCREEN_CENTER_Y;scale_or_crop_background;diffuse,Color1;effectclock,"music");
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GainFocusCommand=cmd(play);
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LoseFocusCommand=cmd(pause);
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};
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if Var("File2") ~= nil then
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t[#t+1] = LoadActor(Var("File2")) .. {
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OnCommand=cmd(x,SCREEN_CENTER_X;y,SCREEN_CENTER_Y;scale_or_crop_background;diffuse,Color2;effectclock,"music";linear,1;diffusealpha,0);
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GainFocusCommand=cmd(play);
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LoseFocusCommand=cmd(pause);
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};
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end;
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return t;
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@@ -0,0 +1,21 @@
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local Color1 = color(Var "Color1");
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local Color2 = color(Var "Color2");
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local stretchBG = PREFSMAN:GetPreference("StretchBackgrounds")
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local t = Def.ActorFrame {};
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t[#t+1] = LoadActor(Var "File1") .. {
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OnCommand=cmd(x,SCREEN_CENTER_X;y,SCREEN_CENTER_Y;scale_or_crop_background;diffuse,Color1;effectclock,"music");
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GainFocusCommand=cmd(play);
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LoseFocusCommand=cmd(pause);
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};
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if Var("File2") ~= nil then
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t[#t+1] = LoadActor(Var("File2")) .. {
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OnCommand=cmd(x,SCREEN_CENTER_X;y,SCREEN_CENTER_Y;scale_or_crop_background;diffuse,Color1;effectclock,"music");
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GainFocusCommand=cmd(play);
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LoseFocusCommand=cmd(pause);
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};
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end;
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return t;
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@@ -0,0 +1,11 @@
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local Color1 = color(Var "Color1");
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local t = Def.ActorFrame {};
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t[#t+1] = LoadActor(Var "File1") .. {
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OnCommand=cmd(diffuse,Color1;blend,"BlendMode_Add";x,SCREEN_CENTER_X;y,SCREEN_CENTER_Y;scale_or_crop_background;);
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GainFocusCommand=cmd(play);
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LoseFocusCommand=cmd(pause);
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};
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return t;
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@@ -0,0 +1,20 @@
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local Color1 = color(Var "Color1");
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local Color2 = color(Var "Color2");
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local t = Def.ActorFrame {};
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t[#t+1] = LoadActor(Var "File1") .. {
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OnCommand=cmd(x,SCREEN_CENTER_X;y,SCREEN_CENTER_Y;scale_or_crop_background;diffuse,Color1;effectclock,"music");
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GainFocusCommand=cmd(play);
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LoseFocusCommand=cmd(pause);
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};
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if Var("File2") ~= nil then
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t[#t+1] = LoadActor(Var("File2")) .. {
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OnCommand=cmd(blend,"BlendMode_Add";x,SCREEN_CENTER_X;y,SCREEN_CENTER_Y;scale_or_crop_background;diffuse,Color2;effectclock,"music";linear,1;diffusealpha,0);
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GainFocusCommand=cmd(play);
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LoseFocusCommand=cmd(pause);
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};
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end;
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return t;
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@@ -0,0 +1,4 @@
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<BackgroundTransition
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LeavesCommand="stoptweening;linear,0.75;diffusealpha,0"
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RootCommand=""
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/>
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@@ -0,0 +1,4 @@
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<BackgroundTransition
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LeavesCommand="stoptweening;linear,0.5;diffusealpha,0"
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RootCommand=""
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/>
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@@ -0,0 +1,4 @@
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<BackgroundTransition
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LeavesCommand="croptop,-0.3;fadetop,0.3;cropbottom,-0.3;fadebottom,0.3;linear,1.0;croptop,.5;cropbottom,.5"
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RootCommand=""
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/>
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@@ -0,0 +1,4 @@
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<BackgroundTransition
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LeavesCommand="cropright,-0.3;faderight,0.3;cropleft,-0.3;fadeleft,0.3;linear,1.0;cropright,.5;cropleft,.5"
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RootCommand=""
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/>
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@@ -4,6 +4,7 @@ The following is a list of known issues with StepMania 5.
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NoteSkins. Random Vanish, in particular, has caused crashes.
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* In a more technical and general sense, diffuse commands do not
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work properly with ActorFrames.
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* This is most evident with the default dance mode noteskin.
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* The course editor is not working. (It could stand to be rewritten.)
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@@ -22,7 +23,7 @@ The following is a list of known issues with StepMania 5.
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* Routine mode (dance or pump) isn't perfect yet.
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* Attempting to use the Jukebox to show Routine steps will lead to an infinite
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loop that is not escapable short of killing the program.
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* Practice mode and routine steps may cause a crash. (?)
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* Attempting to select routine mode in the Practice menu causes a crash.
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* The attempted unlock code written around Previews 2-4 (?) does not seem to
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work at this time. Assistance may be needed here.
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@@ -31,6 +32,7 @@ The following is a list of known issues with StepMania 5.
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shouldn't be all the time.
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* C-Mods have not been fully tested with all of the new segments yet.
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Warp segments are ignored when C-Mods are used.
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* Split Timing needs adjustments with only one chart in place.
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* Either that, or all tags must be allowable in song timing.
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@@ -46,12 +48,13 @@ The following is a list of known issues with StepMania 5.
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* FFMPEG ruins our lives. I suspect init problems for Linux, since it
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works perfectly fine seemingly at random. Unsure for other platforms.
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* is this still an issue with ffmpeg 0.10? -freem
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* VBR MP3's don't seek correctly in the editor, which botches sync.
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* While ScreenHowToPlay no longer crashes (?), the steps do not show up.
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The steps themselves are being read, as the character will react to where
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the arrows would be.
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The steps themselves are being read, as the character will still step
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to the arrows would be.
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* There is no make install target for linux systems - this is important for
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packaging purposes in particular (it would be great to release .debs!)
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@@ -60,3 +63,5 @@ The following is a list of known issues with StepMania 5.
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* Survival courses crash if you set a noteskin in the player options
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just before starting the course.
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* On some graphics cards, 3D models may cause crashes.
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After Width: | Height: | Size: 5.9 KiB |
@@ -152,7 +152,7 @@ function FailCombo()
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end
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local RoutineSkins = {
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dance = { P1 = "midi-routine-p1", P2 = "midi-routine-p1" },
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dance = { P1 = "midi-routine-p1", P2 = "midi-routine-p2" },
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pump = { P1 = "cmd-routine-p1", P2 = "cmd-routine-p2" },
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kb7 = { P1 = "default", P2 = "retrobar" },
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-------------------------------------------------------------
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@@ -154,7 +154,7 @@ ScoringModes["DDR SuperNOVA 2"]=function(judge,pss,player,mode)
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--this is how one activates ScoringEngine2's built-in filter system.
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judge,pss,player,mode=coroutine.yield({{'TapNoteScore_None','TapNoteScore_CheckpointHit','TapNoteScore_CheckpointMiss'},{"HoldNoteScore_None"}})
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local mineWasHit=false
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while mode == "update" do
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while mode=="update" do
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if judge.TapNoteScore:find("Mine") then mineWasHit = true end
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curScore=curScore+(stepScore*(not judge.HoldNoteScore and tnsMultiplier[judge.TapNoteScore] -
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(subtract10Points[judge.TapNoteScore] and 10 or 0) or
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@@ -178,7 +178,7 @@ ScoringModes["Billions DP"]=function(judge,pss,player,mode)
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while true do
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judge,pss,player,mode=coroutine.yield(curScore,curMaxScore)
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curScore = (pss:GetActualDancePoints()/possibleDP)*1000000000
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curMaxScore = (pss:GetCurrentPossibleDancePoints/possibleDP)*1000000000
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curMaxScore = (pss:GetCurrentPossibleDancePoints()/possibleDP)*1000000000
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if mode=="finalize" then return curScore,curMaxScore end
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end
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end
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After Width: | Height: | Size: 14 KiB |
@@ -1870,6 +1870,21 @@ SongInformationY=SCREEN_TOP+100
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SongInformationOnCommand=playcommand,"Set";draworder,105
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SongInformationOffCommand=
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ShowWinArea=GAMESTATE:GetPlayMode() == 'PlayMode_Rave'
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WinFrameP1X=
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WinFrameP1Y=
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WinFrameP1OnCommand=
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WinFrameP2X=
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WinFrameP2Y=
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WinFrameP2OnCommand=
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#----#
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WinP1X=SCREEN_CENTER_X-224
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WinP1Y=SCREEN_BOTTOM-224
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WinP1OnCommand=draworder,101
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WinP2X=SCREEN_CENTER_X+224
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WinP2Y=SCREEN_BOTTOM-224
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WinP2OnCommand=draworder,101
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[ScreenEvaluationNormal]
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Fallback="ScreenEvaluation"
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#
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@@ -2,11 +2,34 @@ local t = LoadFallbackB();
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--
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t[#t+1] = StandardDecorationFromFileOptional("BannerFrame","BannerFrame");
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t[#t+1] = StandardDecorationFromFileOptional("BPMDisplay","BPMDisplay");
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t[#t+1] = StandardDecorationFromFileOptional("TimeDisplay","TimeDisplay");
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--~ t[#t+1] = StandardDecorationFromFileOptional("TimeDisplay","TimeDisplay");
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t[#t+1] = StandardDecorationFromFileOptional("StageDisplay","StageDisplay");
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t[#t+1] = StandardDecorationFromFileOptional("SortDisplay","SortDisplay");
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t[#t+1] = StandardDecorationFromFileOptional("DifficultyList","DifficultyList");
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--~ t[#t+1] = StandardDecorationFromFileOptional("SortDisplay","SortDisplay");
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--~ t[#t+1] = StandardDecorationFromFileOptional("DifficultyList","DifficultyList");
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t[#t+1] = Def.ActorFrame {
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Def.Quad {
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InitCommand=cmd(x,SCREEN_CENTER_X-320+24;y,SCREEN_CENTER_Y-192+16;zoomto,40-4,20;diffuse,PlayerColor(PLAYER_1));
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};
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LoadFont("Common Normal") .. {
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Text=ToEnumShortString(PLAYER_1);
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InitCommand=cmd(x,SCREEN_CENTER_X-320+24;y,SCREEN_CENTER_Y-192+16;diffuse,ThemeColor.Secondary);
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};
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LoadActor(THEME:GetPathG(Var "LoadingScreen", "OptionRows"),PLAYER_1) .. {
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InitCommand=cmd(x,SCREEN_CENTER_X-320+24+40;y,SCREEN_CENTER_Y-192+16);
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};
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};
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t[#t+1] = Def.ActorFrame {
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Def.Quad {
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InitCommand=cmd(x,SCREEN_CENTER_X-320+24;y,SCREEN_CENTER_Y-192+16+22;zoomto,40-4,20;diffuse,PlayerColor(PLAYER_2));
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};
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LoadFont("Common Normal") .. {
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Text=ToEnumShortString(PLAYER_1);
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InitCommand=cmd(x,SCREEN_CENTER_X-320+24;y,SCREEN_CENTER_Y-192+16+22;diffuse,ThemeColor.Secondary);
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};
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LoadActor(THEME:GetPathG(Var "LoadingScreen", "OptionRows"),PLAYER_1) .. {
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InitCommand=cmd(x,SCREEN_CENTER_X-320+24+40;y,SCREEN_CENTER_Y-192+16+22);
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};
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};
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-- StepsDisplay creator
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local function CreateStepsDisplay( _pn )
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local function set(self, _pn)
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@@ -34,10 +57,4 @@ for pn in ivalues(PlayerNumber) do
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InitCommand=function(self) self:player(pn); self:name(MetricsName); ActorUtil.LoadAllCommandsAndSetXY(self,Var "LoadingScreen"); end;
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};
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end
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-- Create PaneDisplay for each player
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t[#t+1] = StandardDecorationFromFileOptional("PaneDisplay","PaneDisplay");
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--[[ for pn in ivalues(PlayerNumber) do
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local MetricsName = "PaneDisplay" .. PlayerNumberToString(pn);
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t[#t+1] = StandardDecorationFromFileOptional(MetricsName,"PaneDisplay",PlayerNumber);
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end ]]
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return t;
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@@ -33,32 +33,41 @@ return Def.ActorFrame {
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self:aux(0);
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self:playcommand( GAMESTATE:GetCurrentSong():GetTimingData():HasBPMChanges() and "MultipleBPM" or "SingleBPM" );
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end;
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-- BPM Background
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Def.Quad {
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Name="BPMBackground";
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InitCommand=cmd(zoomto,96,32;diffuse,ThemeColor.Secondary;shadowlength,2;shadowcolor,Color.Alpha(ColorDarkTone(ThemeColor.Primary),0.95));
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};
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-- BPM Multiple Warning
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Def.Quad {
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Name="BPMFlag";
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InitCommand=cmd(x,32;y,-8;basezoomx,24;basezoomy,4;fadeleft,0.2;faderight,0.2;diffuse,ThemeColor.Primary;thump,1;effectclock,'beatnooffset');
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SingleBPMCommand=cmd(finishtweening;decelerate,0.1;zoom,0;zoomx,8;diffusealpha,0);
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MultipleBPMCommand=cmd(finishtweening;smooth,0.05;zoom,1;diffusealpha,1;);
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};
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-- BPM Label
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LoadFont("Common Normal") .. {
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Name="BPMLabel";
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Text="BPM";
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InitCommand=cmd(x,-32;y,-8;zoom,0.5);
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};
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-- BPM Display
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LoadActor(THEME:GetPathB("_frame","3x3"),"rounded black",160,20);
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-- BPM Display Low
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Def.RollingNumbers {
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Name="BPMText";
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Name="BPMTextLow";
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File=THEME:GetPathF("Common","Normal");
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InitCommand=cmd(Load,"RollingNumbersBPMDisplay");
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OnCommand=cmd(horizalign,left;x,-46;y,6;zoom,0.75;maxwidth,92/0.75;);
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OnCommand=cmd(horizalign,left;x,-64;maxwidth,92/0.75;);
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BeginCommand=cmd(playcommand,"Set");
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CurrentSongChangedMessageCommand=cmd(playcommand,"Set");
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SetCommand=function(self);
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Song = GAMESTATE:GetCurrentSong();
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BPMs = Song:GetDisplayBpms() or {0,0};
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-- reset numbers
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self:targetnumber( clamp(BPMs[1],0,9999) );
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-- (force once)
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if (self:getaux() == 0) then
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self:settext(clamp(BPMs[1],0,9999));
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self:aux( 1 );
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end;
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end;
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};
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LoadFont("Common Normal") .. {
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Text="-";
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};
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-- BPM Display High
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Def.RollingNumbers {
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Name="BPMTextHigh";
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File=THEME:GetPathF("Common","Normal");
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InitCommand=cmd(Load,"RollingNumbersBPMDisplay");
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OnCommand=cmd(horizalign,left;x,8;maxwidth,92/0.75;);
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BeginCommand=cmd(playcommand,"Set");
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CurrentSongChangedMessageCommand=cmd(playcommand,"Set");
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HideCommand=cmd(finishtweening;linear,0.2;diffusealpha,0);
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ShowCommand=cmd(finishtweening;decelerate,0.125;diffusealpha,1);
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SetCommand=function(self)
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Song = GAMESTATE:GetCurrentSong();
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BPMs = Song:GetDisplayBpms() or {0,0};
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@@ -8,10 +8,11 @@ local curStageIndex = GAMESTATE:GetCurrentStageIndex();
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local t = Def.ActorFrame {};
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t[#t+1] = Def.ActorFrame {
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LoadActor(THEME:GetPathB("_frame","3x3"),"rounded black",160,20);
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LoadActor(THEME:GetPathB("_frame","3x3"),"rounded black",160,20);
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LoadFont("Common Normal") .. {
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Text=StageToLocalizedString( curStage ) .. " Stage (" .. curStageIndex .. ")";
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InitCommand=cmd(zoom,0.75;y,-2;shadowlength,1;
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Text=StageToLocalizedString( curStage ) .. " Stage";
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--~ Text=StageToLocalizedString( curStage ) .. " Stage (" .. curStageIndex .. ")";
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InitCommand=cmd(shadowlength,1;
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diffuse,StageToColor(curStage);
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diffusetopedge,ColorLightTone(StageToColor(curStage));
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-- shadowcolor,ColorDarkTone(StageToColor(curStage));
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+11
-5
@@ -34,20 +34,26 @@ StageDisplayOffCommand=
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MusicWheelX=SCREEN_CENTER_X+180
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MusicWheelY=SCREEN_CENTER_Y
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#
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BannerX=SCREEN_CENTER_X-160+32
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BannerY=SCREEN_CENTER_Y-100
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BannerX=SCREEN_CENTER_X-160
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BannerY=SCREEN_CENTER_Y-64-4
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BannerOnCommand=draworder,111;scaletoclipped,256,80
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BannerOffCommand=
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#
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ShowBannerFrame=true
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BannerFrameX=SCREEN_CENTER_X-128-32
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BannerFrameY=SCREEN_CENTER_Y-96-4
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BannerFrameY=SCREEN_CENTER_Y-64-4
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BannerFrameOnCommand=draworder,110
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BannerFrameOffCommand=
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#
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ShowStageDisplay=true
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StageDisplayX=SCREEN_CENTER_X-128-128+12
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StageDisplayY=SCREEN_CENTER_Y-64-64
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StageDisplayOnCommand=draworder,115;zoom,0.75
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StageDisplayOffCommand=
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#
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ShowBPMDisplay=true
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BPMDisplayX=SCREEN_CENTER_X-256
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BPMDisplayY=SCREEN_CENTER_Y-128-40
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BPMDisplayX=SCREEN_CENTER_X-256+12+160
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BPMDisplayY=SCREEN_CENTER_Y-64-64
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BPMDisplayOnCommand=draworder,115
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BPMDisplayOffCommand=
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#
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Reference in New Issue
Block a user