smsvn -> ssc-hg glue: rearrange directory structure
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#include "global.h"
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#include "Inventory.h"
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#include "ThemeManager.h"
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#include "RageUtil.h"
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#include "GameState.h"
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#include "RageTimer.h"
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#include "PrefsManager.h"
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#include "Song.h"
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#include "ScreenManager.h"
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#include "StatsManager.h"
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#include "ThemeMetric.h"
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#include "PlayerState.h"
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#define NUM_ITEM_TYPES THEME->GetMetricF("Inventory","NumItemTypes")
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#define ITEM_DURATION_SECONDS THEME->GetMetricF("Inventory","ItemDurationSeconds")
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#define ITEM_COMBO( i ) THEME->GetMetricI("Inventory",ssprintf("Item%dCombo",i+1))
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#define ITEM_EFFECT( i ) THEME->GetMetric ("Inventory",ssprintf("Item%dEffect",i+1))
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#define ITEM_LEVEL( i ) THEME->GetMetricI("Inventory",ssprintf("Item%dLevel",i+1))
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ThemeMetric<float> ITEM_USE_RATE_SECONDS("Inventory","ItemUseRateSeconds");
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#define ITEM_USE_PROBABILITY (1.f/ITEM_USE_RATE_SECONDS)
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struct Item
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{
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AttackLevel level;
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int iCombo;
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RString sModifier;
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};
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static vector<Item> g_Items;
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void ReloadItems()
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{
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g_Items.clear();
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for( int i=0; i<NUM_ITEM_TYPES; i++ )
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{
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Item item;
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item.level = (AttackLevel)(ITEM_LEVEL(i)-1);
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item.iCombo = ITEM_COMBO(i);
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item.sModifier = ITEM_EFFECT(i);
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g_Items.push_back( item );
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}
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}
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Inventory::Inventory()
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{
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switch( GAMESTATE->m_PlayMode )
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{
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case PLAY_MODE_BATTLE:
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break;
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default:
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ASSERT(0);
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}
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}
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Inventory::~Inventory()
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{
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for( unsigned i=0; i<m_vpSoundUseItem.size(); i++ )
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delete m_vpSoundUseItem[i];
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m_vpSoundUseItem.clear();
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}
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void Inventory::Load( PlayerState* pPlayerState )
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{
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ReloadItems();
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m_pPlayerState = pPlayerState;
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m_iLastSeenCombo = 0;
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// don't load battle sounds if they're not going to be used
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switch( GAMESTATE->m_PlayMode )
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{
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case PLAY_MODE_BATTLE:
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m_soundAcquireItem.Load( THEME->GetPathS("Inventory","aquire item") );
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for( unsigned i=0; i<g_Items.size(); i++ )
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{
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RageSound* pSound = new RageSound;
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pSound->Load( THEME->GetPathS("Inventory",ssprintf("use item %u",i+1)) );
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m_vpSoundUseItem.push_back( pSound );
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}
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m_soundItemEnding.Load( THEME->GetPathS("Inventory","item ending") );
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break;
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}
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}
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void Inventory::Update( float fDelta )
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{
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if( m_pPlayerState->m_bAttackEndedThisUpdate )
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m_soundItemEnding.Play();
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// TODO: remove use of PlayerNumber
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PlayerNumber pn = m_pPlayerState->m_PlayerNumber;
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// check to see if they deserve a new item
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if( STATSMAN->m_CurStageStats.m_player[pn].m_iCurCombo != m_iLastSeenCombo )
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{
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int iOldCombo = m_iLastSeenCombo;
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m_iLastSeenCombo = STATSMAN->m_CurStageStats.m_player[pn].m_iCurCombo;
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int iNewCombo = m_iLastSeenCombo;
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#define CROSSED(i) (iOldCombo<i)&&(iNewCombo>=i)
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#define BROKE_ABOVE(i) (iNewCombo<iOldCombo)&&(iOldCombo>=i)
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for( unsigned i=0; i<g_Items.size(); i++ )
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{
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bool bEarnedThisItem = false;
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if( PREFSMAN->m_bBreakComboToGetItem )
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bEarnedThisItem = BROKE_ABOVE(g_Items[i].iCombo);
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else
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bEarnedThisItem = CROSSED(g_Items[i].iCombo);
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if( bEarnedThisItem )
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{
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AwardItem( i );
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break;
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}
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}
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}
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// use items if this player is CPU-controlled
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if( m_pPlayerState->m_PlayerController != PC_HUMAN &&
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GAMESTATE->m_fSongBeat < GAMESTATE->m_pCurSong->m_fLastBeat )
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{
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// every 1 seconds, try to use an item
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int iLastSecond = (int)(RageTimer::GetTimeSinceStartFast() - fDelta);
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int iThisSecond = (int)RageTimer::GetTimeSinceStartFast();
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if( iLastSecond != iThisSecond )
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{
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for( int s=0; s<NUM_INVENTORY_SLOTS; s++ )
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if( !m_pPlayerState->m_Inventory[s].IsBlank() )
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if( randomf(0,1) < ITEM_USE_PROBABILITY )
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UseItem( s );
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}
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}
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}
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void Inventory::AwardItem( int iItemIndex )
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{
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// CPU player is vanity only. It should have no effect on gameplay
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// and should not aquire/launch attacks.
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if( m_pPlayerState->m_PlayerController == PC_CPU )
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return;
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// search for the first open slot
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int iOpenSlot = -1;
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Attack* pInventory = m_pPlayerState->m_Inventory; //[NUM_INVENTORY_SLOTS]
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if( pInventory[NUM_INVENTORY_SLOTS/2].IsBlank() )
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{
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iOpenSlot = NUM_INVENTORY_SLOTS/2;
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}
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else
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{
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for( int s=0; s<NUM_INVENTORY_SLOTS; s++ )
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{
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if( pInventory[s].IsBlank() )
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{
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iOpenSlot = s;
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break;
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}
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}
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}
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if( iOpenSlot != -1 )
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{
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Attack a;
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a.sModifiers = g_Items[iItemIndex].sModifier;
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a.fSecsRemaining = ITEM_DURATION_SECONDS;
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a.level = g_Items[iItemIndex].level;
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pInventory[iOpenSlot] = a;
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m_soundAcquireItem.Play();
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}
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// else not enough room to insert item
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}
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void Inventory::UseItem( int iSlot )
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{
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Attack* pInventory = m_pPlayerState->m_Inventory; //[NUM_INVENTORY_SLOTS]
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if( pInventory[iSlot].IsBlank() )
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return;
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PlayerNumber pn = m_pPlayerState->m_PlayerNumber;
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Attack a = pInventory[iSlot];
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// remove the item
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pInventory[iSlot].MakeBlank();
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m_vpSoundUseItem[a.level]->Play();
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PlayerNumber pnToAttack = OPPOSITE_PLAYER[pn];
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PlayerState *pPlayerStateToAttack = GAMESTATE->m_pPlayerState[pnToAttack];
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pPlayerStateToAttack->LaunchAttack( a );
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float fPercentHealthToDrain = (a.level+1) / 10.f;
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ASSERT( fPercentHealthToDrain > 0 );
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GAMESTATE->m_fOpponentHealthPercent -= fPercentHealthToDrain;
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CLAMP( GAMESTATE->m_fOpponentHealthPercent, 0.f, 1.f );
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// play announcer sound
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SCREENMAN->SendMessageToTopScreen( ssprintf("SM_BattleDamageLevel%d",a.level+1) );
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}
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/*
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* (c) 2003 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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