add experimental DynamicActorScroller. This allows creating lists like
ScreenCredits and ScreenRanking without constructing dozens or hundreds of actors, which saves a lot of memory and is easier to manipulate. This could also be used to support CourseContentsLists for long courses cheaply, etc.
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#include "global.h"
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#include "DynamicActorScroller.h"
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#include "XmlFile.h"
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#include "LuaManager.h"
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#include "ActorUtil.h"
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Actor *DynamicActorScroller::Copy() const { return new DynamicActorScroller(*this); }
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void DynamicActorScroller::LoadFromNode( const CString &sDir, const XNode *pNode )
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{
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ActorScroller::LoadFromNode( sDir, pNode );
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/*
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* All of our children are identical, since they must be interchangeable.
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* The <children> node loads only one; we copy the rest.
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*
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* Make one extra copy if masking is enabled.
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*/
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if( m_SubActors.size() != 1 )
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RageException::Throw( "DynamicActorScroller in \"%s\" loaded %i nodes; require exactly one", sDir.c_str(), m_SubActors.size() );
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int iNumCopies = (int) m_fNumItemsToDraw;
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if( !m_quadMask.GetHidden() )
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iNumCopies += 1;
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for( int i = 1; i < iNumCopies; ++i )
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{
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Actor *pCopy = m_SubActors[0]->Copy();
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this->AddChild( pCopy );
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}
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CString sLoadFunction;
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pNode->GetAttrValue( "LoadFunction", sLoadFunction );
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m_LoadFunction.SetFromExpression( sLoadFunction );
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/* Call the expression with line = nil to find out the number of lines. */
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{
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Lua *L = LUA->Get();
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m_LoadFunction.PushSelf( L );
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ASSERT( !lua_isnil(L, -1) );
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lua_pushnil( L );
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lua_pushnil( L );
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lua_call( L, 2, 1 ); // 2 args, 1 results
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m_iNumItems = (int) luaL_checknumber( L, -1 );
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lua_pop( L, 1 );
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LUA->Release(L);
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}
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/*
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* Reconfigure all items, so the loaded actors actually correspond with
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* m_iFirstSubActorIndex.
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*/
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ShiftSubActors( INT_MAX );
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}
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/*
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* Shift m_SubActors forward by iDist, and then fill in the new entries.
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*
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* Important: under normal scrolling, with or without m_bLoop, at most one
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* object is created per update, and this normally only happens when an
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* object comes on screen. Extra actor updates are avoided for efficiency.
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*/
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void DynamicActorScroller::ShiftSubActors( int iDist )
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{
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ActorScroller::ShiftSubActors( iDist );
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if( iDist == 0 )
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return;
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if( m_bLoop )
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{
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/* Optimization: in a loop of 10, when we loop around from 9 to 0,
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* iDist will be -9. Moving -9 is equivalent to moving +1, and
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* reconfigures much fewer actors. */
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int iWrapped = iDist;
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wrap( iWrapped, m_iNumItems );
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if( abs(iWrapped) < abs(iDist) )
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iDist = iWrapped;
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}
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int iFirstToReconfigure = 0;
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int iLastToReconfigure = (int)m_SubActors.size();
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if( iDist > 0 && iDist < (int) m_SubActors.size() )
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iFirstToReconfigure = m_SubActors.size()-iDist;
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else if( iDist < 0 && -iDist < (int) m_SubActors.size() )
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iLastToReconfigure = -iDist;
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for( int i = iFirstToReconfigure; i < iLastToReconfigure; i++ )
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{
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int iIndex = i; // index into m_SubActors
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int iItem = i + m_iFirstSubActorIndex;
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if( m_bLoop )
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{
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wrap( iIndex, m_SubActors.size() );
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wrap( iItem, m_iNumItems );
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}
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else if( iIndex < 0 || iIndex >= m_iNumItems || iItem < 0 || iItem >= m_iNumItems )
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continue;
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ConfigureActor( m_SubActors[iIndex], iItem );
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}
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}
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void DynamicActorScroller::ConfigureActor( Actor *pActor, int iItem )
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{
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Lua *L = LUA->Get();
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m_LoadFunction.PushSelf( L );
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ASSERT( !lua_isnil(L, -1) );
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pActor->PushSelf( L );
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LuaHelpers::Push( iItem, L );
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lua_call( L, 2, 0 ); // 2 args, 0 results
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LUA->Release(L);
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}
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REGISTER_ACTOR_CLASS_WITH_NAME( DynamicActorScrollerAutoDeleteChildren, DynamicActorScroller )
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/*
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* (c) 2005 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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@@ -0,0 +1,63 @@
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/* DynamicActorScroller - ActorScroller that fills in its children on the fly. */
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#ifndef ACTOR_SCROLLER_H
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#define ACTOR_SCROLLER_H
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#include "ActorScroller.h"
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#include "LuaReference.h"
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class DynamicActorScroller: public ActorScroller
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{
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public:
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virtual Actor *Copy() const;
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void LoadFromNode( const CString &sDir, const XNode *pNode );
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protected:
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virtual void ShiftSubActors( int iDist );
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virtual void ConfigureActor( Actor *pActor, int iItem );
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LuaExpression m_LoadFunction;
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};
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class DynamicActorScrollerAutoDeleteChildren: public DynamicActorScroller
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{
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public:
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DynamicActorScrollerAutoDeleteChildren() { DeleteChildrenWhenDone(true); }
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void LoadFromNode( const CString& sDir, const XNode* pNode )
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{
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// Load children. ActorScroller doesn't do this, because it
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// can be a base class for other objects that don't want to load
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// from <children>.
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LoadChildrenFromNode( sDir, pNode );
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DynamicActorScroller::LoadFromNode( sDir, pNode );
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}
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virtual Actor *Copy() const;
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};
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#endif
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/*
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* (c) 2005 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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