smsvn -> ssc-hg glue: rearrange directory structure
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#include "global.h"
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#include "MenuTimer.h"
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#include "RageLog.h"
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#include "RageUtil.h"
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#include "ScreenManager.h"
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#include "ThemeManager.h"
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#include "Font.h"
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#include "GameSoundManager.h"
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#include "ThemeMetric.h"
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#include "ActorUtil.h"
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RString WARNING_COMMAND_NAME( size_t i ) { return ssprintf("Warning%dCommand",int(i)); }
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static const float TIMER_PAUSE_SECONDS = 99.99f;
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MenuTimer::MenuTimer()
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{
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m_fStallSeconds = 0;
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m_fStallSecondsLeft = 0;
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m_bPaused = false;
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m_bSilent = false;
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WARNING_COMMAND = NULL;
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}
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void MenuTimer::Load( RString sMetricsGroup )
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{
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m_sprFrame.Load( THEME->GetPathG(sMetricsGroup, "Frame") );
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m_sprFrame->SetName( "Frame" );
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ActorUtil::LoadAllCommandsAndSetXY( m_sprFrame, sMetricsGroup );
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this->AddChild( m_sprFrame );
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for( int i=0; i<NUM_MENU_TIMER_TEXTS; i++ )
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{
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m_text[i].LoadFromFont( THEME->GetPathF(sMetricsGroup,"numbers") );
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m_text[i].SetName( ssprintf("Text%d",i+1) );
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ActorUtil::LoadAllCommandsAndOnCommand( m_text[i], sMetricsGroup );
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this->AddChild( &m_text[i] );
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}
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m_exprFormatText[0] = THEME->GetMetricR(sMetricsGroup, "Text1FormatFunction");
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m_exprFormatText[1] = THEME->GetMetricR(sMetricsGroup, "Text2FormatFunction");
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SetSeconds( TIMER_PAUSE_SECONDS );
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m_soundBeep.Load( THEME->GetPathS(sMetricsGroup,"tick") );
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WARNING_START.Load(sMetricsGroup,"WarningStart");
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WARNING_BEEP_START.Load(sMetricsGroup,"WarningBeepStart");
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MAX_STALL_SECONDS.Load(sMetricsGroup,"MaxStallSeconds");
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WARNING_COMMAND = new ThemeMetric1D<apActorCommands>(sMetricsGroup, WARNING_COMMAND_NAME, WARNING_START+1);
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m_fStallSecondsLeft = MAX_STALL_SECONDS;
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}
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void MenuTimer::EnableStealth( bool bStealth )
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{
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EnableSilent( bStealth );
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for( int i=0; i<NUM_MENU_TIMER_TEXTS; i++ )
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{
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m_text[i].SetVisible( !bStealth );
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}
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}
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void MenuTimer::Update( float fDeltaTime )
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{
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ActorFrame::Update( fDeltaTime );
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if( m_bPaused )
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return;
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// run down the stall time if any
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if( m_fStallSeconds > 0 )
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m_fStallSeconds = max( m_fStallSeconds - fDeltaTime, 0 );
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if( m_fStallSeconds > 0 )
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return;
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const float fOldSecondsLeft = m_fSecondsLeft;
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m_fSecondsLeft -= fDeltaTime;
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m_fSecondsLeft = max( 0, m_fSecondsLeft );
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const float fNewSecondsLeft = m_fSecondsLeft;
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SetText( fNewSecondsLeft );
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if( fOldSecondsLeft == fNewSecondsLeft )
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return;
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if( fOldSecondsLeft > 5.5 && fNewSecondsLeft < 5.5 ) // transition to below 5.5
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SOUND->PlayOnceFromAnnouncer( "hurry up" );
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int iCrossed = (int)floorf(fOldSecondsLeft);
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if( fOldSecondsLeft > iCrossed && fNewSecondsLeft < iCrossed ) // crossed
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{
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if( iCrossed <= WARNING_START )
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{
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for( int i=0; i<NUM_MENU_TIMER_TEXTS; i++ )
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m_text[i].RunCommands( WARNING_COMMAND->GetValue(iCrossed) );
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}
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if( iCrossed <= WARNING_BEEP_START && m_soundBeep.IsLoaded() && !m_bSilent )
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m_soundBeep.Play();
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}
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if( fNewSecondsLeft == 0 )
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{
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Stop();
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SCREENMAN->PostMessageToTopScreen( SM_MenuTimer, 0 );
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for( int i=0; i<NUM_MENU_TIMER_TEXTS; i++ )
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m_text[i].StopEffect();
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}
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}
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void MenuTimer::Pause()
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{
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m_bPaused = true;
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}
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void MenuTimer::Stop()
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{
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/* Don't call SetSeconds if we're already at 0: let the existing tweens finish. */
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if( m_fSecondsLeft >= 1 )
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SetSeconds( 0 );
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Pause();
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}
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void MenuTimer::Disable()
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{
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SetSeconds( TIMER_PAUSE_SECONDS );
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Pause();
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}
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void MenuTimer::Stall()
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{
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/* Max amount of stall time we'll use: */
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const float Amt = min( 0.5f, m_fStallSecondsLeft );
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/* Amount of stall time to add: */
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const float ToAdd = Amt - m_fStallSeconds;
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m_fStallSeconds += ToAdd;
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m_fStallSecondsLeft -= ToAdd;
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}
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void MenuTimer::SetSeconds( float fSeconds )
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{
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m_fSecondsLeft = fSeconds;
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for( int i=0; i<NUM_MENU_TIMER_TEXTS; i++ )
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m_text[i].PlayCommand( "On" );
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SetText( fSeconds );
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}
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void MenuTimer::Start()
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{
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m_bPaused = false;
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}
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void MenuTimer::SetText( float fSeconds )
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{
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Lua *L = LUA->Get();
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for( int i=0; i<NUM_MENU_TIMER_TEXTS; i++ )
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{
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// function
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m_exprFormatText[i].PushSelf( L );
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ASSERT( !lua_isnil(L, -1) );
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// 1st parameter
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LuaHelpers::Push( L, fSeconds );
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// call function with 1 argument and 1 result
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RString sError;
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if( !LuaHelpers::RunScriptOnStack(L, sError, 1, 1) )
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LOG->Warn( "Error running Text%iFormatFunction: %s", i+1, sError.c_str() );
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RString sText;
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LuaHelpers::Pop( L, sText );
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m_text[i].SetText( sText );
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}
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LUA->Release(L);
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}
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// lua start
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#include "LuaBinding.h"
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class LunaMenuTimer: public Luna<MenuTimer>
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{
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public:
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static int setseconds( T* p, lua_State *L ) { p->SetSeconds(FArg(1)); return 0; }
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static int pause( T* p, lua_State *L ) { p->Pause(); return 0; }
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static int stop( T* p, lua_State *L ) { p->Stop(); return 0; }
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static int silent( T* p, lua_State *L ) { p->EnableSilent(BArg(1)); return 0; }
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static int stealth( T* p, lua_State *L ) { p->EnableStealth(BArg(1)); return 0; }
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LunaMenuTimer()
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{
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ADD_METHOD( setseconds );
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ADD_METHOD( pause );
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ADD_METHOD( stop );
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ADD_METHOD( silent );
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ADD_METHOD( stealth );
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}
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};
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LUA_REGISTER_DERIVED_CLASS( MenuTimer, ActorFrame )
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// lua end
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/*
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* (c) 2002-2004 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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