smsvn -> ssc-hg glue: rearrange directory structure
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@@ -0,0 +1,226 @@
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#include "global.h"
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#include "ScreenTestSound.h"
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#include "RageDisplay.h"
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#include "ScreenManager.h"
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#include "RageSoundManager.h"
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#include "ThemeManager.h"
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#include "RageUtil.h"
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#include "InputEventPlus.h"
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REGISTER_SCREEN_CLASS( ScreenTestSound );
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void ScreenTestSound::Init()
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{
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Screen::Init();
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this->AddChild(&HEEEEEEEEELP);
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HEEEEEEEEELP.SetXY(450, 400);
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HEEEEEEEEELP.LoadFromFont( THEME->GetPathF("Common","normal") );
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HEEEEEEEEELP.SetZoom(.5);
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HEEEEEEEEELP.SetText(
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"p Play\n"
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"s Stop\n"
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"l Set looping\n"
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"a Set autostop\n"
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"c Set continue");
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for( int i = 0; i < nsounds; ++i )
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{
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this->AddChild(&s[i].txt);
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s[i].txt.LoadFromFont( THEME->GetPathF("Common","normal") );
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s[i].txt.SetZoom(.5);
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}
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s[0].txt.SetXY(150, 100);
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s[1].txt.SetXY(450, 100);
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s[2].txt.SetXY(150, 250);
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s[3].txt.SetXY(450, 250);
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s[4].txt.SetXY(150, 400);
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s[0].s.Load("Themes/default/Sounds/_common menu music (loop).ogg");
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s[1].s.Load("Themes/default/Sounds/ScreenTitleMenu change.ogg");
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s[2].s.Load("Themes/default/Sounds/ScreenEvaluation try extra1.ogg");
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s[3].s.Load("Themes/default/Sounds/ScreenGameplay oni die.ogg");
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s[4].s.Load("Themes/default/Sounds/Common back.ogg");
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//s[0].s.SetStartSeconds(45);
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//s[0].s.SetPositionSeconds();
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// s[4].s.SetLengthSeconds(1);
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RageSoundParams p;
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p.StopMode = RageSoundParams::M_STOP;
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// p.m_fRate = 1.20f;
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for( int i = 0; i < nsounds; ++i )
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s[i].s.SetParams( p );
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//s[0].s.SetStopMode(RageSound::M_LOOP);
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//s[0].s.Play();
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selected = 0;
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for( int i = 0; i < nsounds; ++i )
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UpdateText(i);
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}
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ScreenTestSound::~ScreenTestSound()
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{
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for( int i = 0; i < nsounds; ++i )
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{
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/* Delete copied sounds. */
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vector<RageSound *> &snds = m_sSoundCopies[i];
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for( unsigned j = 0; j < snds.size(); ++j )
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delete snds[j];
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}
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}
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void ScreenTestSound::UpdateText(int n)
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{
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RString fn = Basename( s[n].s.GetLoadedFilePath() );
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vector<RageSound *> &snds = m_sSoundCopies[n];
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RString pos;
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for(unsigned p = 0; p < snds.size(); ++p)
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{
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if(p) pos += ", ";
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pos += ssprintf("%.3f", snds[p]->GetPositionSeconds());
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}
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s[n].txt.SetText(ssprintf(
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"%i: %s\n"
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"%s\n"
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"%s\n"
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"(%s)\n"
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"%s",
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n+1, fn.c_str(),
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s[n].s.IsPlaying()? "Playing":"Stopped",
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s[n].s.GetParams().StopMode == RageSoundParams::M_STOP?
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"Stop when finished":
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s[n].s.GetParams().StopMode == RageSoundParams::M_CONTINUE?
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"Continue until stopped":
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"Loop",
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pos.size()? pos.c_str(): "none playing",
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selected == n? "^^^^^^":""
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));
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}
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void ScreenTestSound::Update(float f)
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{
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Screen::Update(f);
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for(int i = 0; i < nsounds; ++i)
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{
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UpdateText(i);
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/* Delete copied sounds that have finished playing. */
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vector<RageSound *> &snds = m_sSoundCopies[i];
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for( unsigned j = 0; j < snds.size(); ++j )
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{
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if( snds[j]->IsPlaying() )
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continue;
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delete snds[j];
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snds.erase( snds.begin()+j );
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--j;
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}
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}
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}
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void ScreenTestSound::Input( const InputEventPlus &input )
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{
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if( input.type != IET_FIRST_PRESS )
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return; // ignore
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switch( input.DeviceI.device )
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{
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case DEVICE_KEYBOARD:
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switch( input.DeviceI.button )
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{
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case '1':
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case '2':
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case '3':
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case '4':
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case '5': selected = input.DeviceI.button - '0'-1; break;
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case 'p':
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{
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/* We want to be able to read the position of copied sounds; if we let
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* RageSound copy itself, then the copy will be owned by RageSoundManager
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* and we won't be allowed to touch it. Copy it ourself. */
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RageSound *pCopy = new RageSound( s[selected].s );
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m_sSoundCopies[selected].push_back( pCopy );
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pCopy->Play();
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break;
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}
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case 's':
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for( int i = 0; i < nsounds; ++i )
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{
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/* Stop copied sounds. */
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vector<RageSound *> &snds = m_sSoundCopies[i];
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for( unsigned j = 0; j < snds.size(); ++j )
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snds[j]->Stop();
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}
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break;
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case 'l':
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{
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RageSoundParams p = s[selected].s.GetParams();
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p.StopMode = RageSoundParams::M_LOOP;
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s[selected].s.SetParams( p );
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}
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break;
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case 'a':
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{
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RageSoundParams p = s[selected].s.GetParams();
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p.StopMode = RageSoundParams::M_STOP;
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s[selected].s.SetParams( p );
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}
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break;
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case 'c':
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{
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RageSoundParams p = s[selected].s.GetParams();
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p.StopMode = RageSoundParams::M_CONTINUE;
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s[selected].s.SetParams( p );
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}
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break;
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/* case KEY_LEFT:
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obj.SetX(obj.GetX() - 10);
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break;
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case KEY_RIGHT:
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obj.SetX(obj.GetX() + 10);
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break;
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case KEY_UP:
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obj.SetY(obj.GetY() - 10);
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break;
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case KEY_DOWN:
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obj.SetY(obj.GetY() + 10);
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break;
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*/
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}
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}
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}
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/*
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* (c) 2003 Glenn Maynard
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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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