Simple loop here.

This commit is contained in:
Jason Felds
2013-04-30 22:51:19 -04:00
parent be91b56a63
commit efb0a386f4
+346 -346
View File
@@ -1,346 +1,346 @@
#include "global.h" #include "global.h"
#include "ScreenJukebox.h" #include "ScreenJukebox.h"
#include "RageLog.h" #include "RageLog.h"
#include "ThemeManager.h" #include "ThemeManager.h"
#include "GameState.h" #include "GameState.h"
#include "SongManager.h" #include "SongManager.h"
#include "ScreenManager.h" #include "ScreenManager.h"
#include "GameSoundManager.h" #include "GameSoundManager.h"
#include "Steps.h" #include "Steps.h"
#include "ScreenAttract.h" #include "ScreenAttract.h"
#include "RageUtil.h" #include "RageUtil.h"
#include "UnlockManager.h" #include "UnlockManager.h"
#include "Course.h" #include "Course.h"
#include "ThemeManager.h" #include "ThemeManager.h"
#include "Style.h" #include "Style.h"
#include "PlayerState.h" #include "PlayerState.h"
#include "StatsManager.h" #include "StatsManager.h"
#include "CommonMetrics.h" #include "CommonMetrics.h"
#include "PrefsManager.h" #include "PrefsManager.h"
#include "InputEventPlus.h" #include "InputEventPlus.h"
#include "AdjustSync.h" #include "AdjustSync.h"
#include "SongUtil.h" #include "SongUtil.h"
#include "Song.h" #include "Song.h"
#define SHOW_COURSE_MODIFIERS_PROBABILITY THEME->GetMetricF(m_sName,"ShowCourseModifiersProbability") #define SHOW_COURSE_MODIFIERS_PROBABILITY THEME->GetMetricF(m_sName,"ShowCourseModifiersProbability")
REGISTER_SCREEN_CLASS( ScreenJukebox ); REGISTER_SCREEN_CLASS( ScreenJukebox );
void ScreenJukebox::SetSong() void ScreenJukebox::SetSong()
{ {
ThemeMetric<bool> ALLOW_ADVANCED_MODIFIERS(m_sName,"AllowAdvancedModifiers"); ThemeMetric<bool> ALLOW_ADVANCED_MODIFIERS(m_sName,"AllowAdvancedModifiers");
vector<Song*> vSongs; vector<Song*> vSongs;
/* Check to see if there is a theme course. If there is a course that has /* Check to see if there is a theme course. If there is a course that has
* the exact same name as the theme, then we pick a song from this course. */ * the exact same name as the theme, then we pick a song from this course. */
Course *pCourse = SONGMAN->GetCourseFromName( THEME->GetCurThemeName() ); Course *pCourse = SONGMAN->GetCourseFromName( THEME->GetCurThemeName() );
if( pCourse != NULL ) if( pCourse != NULL )
for ( unsigned i = 0; i < pCourse->m_vEntries.size(); i++ ) for ( unsigned i = 0; i < pCourse->m_vEntries.size(); i++ )
if( pCourse->m_vEntries[i].IsFixedSong() ) if( pCourse->m_vEntries[i].IsFixedSong() )
vSongs.push_back( pCourse->m_vEntries[i].songID.ToSong() ); vSongs.push_back( pCourse->m_vEntries[i].songID.ToSong() );
if ( vSongs.size() == 0 ) if ( vSongs.size() == 0 )
vSongs = SONGMAN->GetSongs( GAMESTATE->m_sPreferredSongGroup ); vSongs = SONGMAN->GetSongs( GAMESTATE->m_sPreferredSongGroup );
// Calculate what difficulties to show // Calculate what difficulties to show
vector<Difficulty> vDifficultiesToShow; vector<Difficulty> vDifficultiesToShow;
if( m_bDemonstration ) if( m_bDemonstration )
{ {
// HACK: This belongs in ScreenDemonstration. // HACK: This belongs in ScreenDemonstration.
ThemeMetricDifficultiesToShow DIFFICULTIES_TO_SHOW_HERE(m_sName,"DifficultiesToShow"); ThemeMetricDifficultiesToShow DIFFICULTIES_TO_SHOW_HERE(m_sName,"DifficultiesToShow");
vDifficultiesToShow = DIFFICULTIES_TO_SHOW_HERE.GetValue(); vDifficultiesToShow = DIFFICULTIES_TO_SHOW_HERE.GetValue();
} }
else else
{ {
if( GAMESTATE->m_PreferredDifficulty[PLAYER_1] != Difficulty_Invalid ) if( GAMESTATE->m_PreferredDifficulty[PLAYER_1] != Difficulty_Invalid )
{ {
vDifficultiesToShow.push_back( GAMESTATE->m_PreferredDifficulty[PLAYER_1] ); vDifficultiesToShow.push_back( GAMESTATE->m_PreferredDifficulty[PLAYER_1] );
} }
else else
{ {
FOREACH_ENUM( Difficulty, dc ) FOREACH_ENUM( Difficulty, dc )
vDifficultiesToShow.push_back( dc ); vDifficultiesToShow.push_back( dc );
} }
} }
ASSERT( !vDifficultiesToShow.empty() ); ASSERT( !vDifficultiesToShow.empty() );
// Search for a Song and Steps to play during the demo. // Search for a Song and Steps to play during the demo.
for( int i=0; i<1000; i++ ) for( int i=0; i<1000; i++ )
{ {
if( vSongs.size() == 0 ) if( vSongs.size() == 0 )
return; return;
Song* pSong = vSongs[RandomInt(vSongs.size())]; Song* pSong = vSongs[RandomInt(vSongs.size())];
ASSERT( pSong != NULL ); ASSERT( pSong != NULL );
if( !pSong->HasMusic() ) if( !pSong->HasMusic() )
continue; // skip continue; // skip
if( !pSong->NormallyDisplayed() ) if( !pSong->NormallyDisplayed() )
continue; continue;
if( !pSong->ShowInDemonstrationAndRanking() ) if( !pSong->ShowInDemonstrationAndRanking() )
continue; // skip continue; // skip
Difficulty dc = vDifficultiesToShow[ RandomInt(vDifficultiesToShow.size()) ]; Difficulty dc = vDifficultiesToShow[ RandomInt(vDifficultiesToShow.size()) ];
Steps* pSteps = SongUtil::GetStepsByDifficulty( pSong, GAMESTATE->GetCurrentStyle()->m_StepsType, dc ); Steps* pSteps = SongUtil::GetStepsByDifficulty( pSong, GAMESTATE->GetCurrentStyle()->m_StepsType, dc );
if( pSteps == NULL ) if( pSteps == NULL )
continue; // skip continue; // skip
if( !PREFSMAN->m_bAutogenSteps && pSteps->IsAutogen()) if( !PREFSMAN->m_bAutogenSteps && pSteps->IsAutogen())
continue; // skip continue; // skip
// Found something we can use! // Found something we can use!
GAMESTATE->m_pCurSong.Set( pSong ); GAMESTATE->m_pCurSong.Set( pSong );
// We just changed the song. Reset the original sync data. // We just changed the song. Reset the original sync data.
AdjustSync::ResetOriginalSyncData(); AdjustSync::ResetOriginalSyncData();
FOREACH_PlayerNumber( p ) FOREACH_PlayerNumber( p )
GAMESTATE->m_pCurSteps[p].Set( pSteps ); GAMESTATE->m_pCurSteps[p].Set( pSteps );
bool bShowModifiers = randomf(0,1) <= SHOW_COURSE_MODIFIERS_PROBABILITY; bool bShowModifiers = randomf(0,1) <= SHOW_COURSE_MODIFIERS_PROBABILITY;
if( bShowModifiers ) if( bShowModifiers )
{ {
/* If we have a modifier course containing this song, apply its /* If we have a modifier course containing this song, apply its
* modifiers. Only check fixed course entries. */ * modifiers. Only check fixed course entries. */
vector<Course*> apCourses; vector<Course*> apCourses;
SONGMAN->GetAllCourses( apCourses, false ); SONGMAN->GetAllCourses( apCourses, false );
vector<const CourseEntry *> apOptions; vector<const CourseEntry *> apOptions;
vector<Course*> apPossibleCourses; vector<Course*> apPossibleCourses;
for( unsigned j = 0; j < apCourses.size(); ++j ) for( unsigned j = 0; j < apCourses.size(); ++j )
{ {
Course *lCourse = apCourses[j]; Course *lCourse = apCourses[j];
const CourseEntry *pEntry = lCourse->FindFixedSong( pSong ); const CourseEntry *pEntry = lCourse->FindFixedSong( pSong );
if( pEntry == NULL || pEntry->attacks.size() == 0 ) if( pEntry == NULL || pEntry->attacks.size() == 0 )
continue; continue;
if( !ALLOW_ADVANCED_MODIFIERS ) if( !ALLOW_ADVANCED_MODIFIERS )
{ {
// There are some confusing mods that we don't want to show in demonstration. // There are some confusing mods that we don't want to show in demonstration.
bool bModsAreOkToShow = true; bool bModsAreOkToShow = true;
AttackArray aAttacks = pEntry->attacks; AttackArray aAttacks = pEntry->attacks;
if( !pEntry->sModifiers.empty() ) if( !pEntry->sModifiers.empty() )
aAttacks.push_back( Attack::FromGlobalCourseModifier( pEntry->sModifiers ) ); aAttacks.push_back( Attack::FromGlobalCourseModifier( pEntry->sModifiers ) );
FOREACH_CONST( Attack, aAttacks, a ) for (Attack const &a: aAttacks)
{ {
RString s = a->sModifiers; RString s = a.sModifiers;
s.MakeLower(); s.MakeLower();
// todo: allow themers to modify this list? -aj // todo: allow themers to modify this list? -aj
if( s.find("dark") != string::npos || if( s.find("dark") != string::npos ||
s.find("stealth") != string::npos ) s.find("stealth") != string::npos )
{ {
bModsAreOkToShow = false; bModsAreOkToShow = false;
break; break;
} }
} }
if( !bModsAreOkToShow ) if( !bModsAreOkToShow )
continue; // skip continue; // skip
} }
apOptions.push_back( pEntry ); apOptions.push_back( pEntry );
apPossibleCourses.push_back( pCourse ); apPossibleCourses.push_back( pCourse );
} }
if( !apOptions.empty() ) if( !apOptions.empty() )
{ {
int iIndex = RandomInt( apOptions.size() ); int iIndex = RandomInt( apOptions.size() );
m_pCourseEntry = apOptions[iIndex]; m_pCourseEntry = apOptions[iIndex];
Course *lCourse = apPossibleCourses[iIndex]; Course *lCourse = apPossibleCourses[iIndex];
PlayMode pm = CourseTypeToPlayMode( lCourse->GetCourseType() ); PlayMode pm = CourseTypeToPlayMode( lCourse->GetCourseType() );
GAMESTATE->m_PlayMode.Set( pm ); GAMESTATE->m_PlayMode.Set( pm );
GAMESTATE->m_pCurCourse.Set( lCourse ); GAMESTATE->m_pCurCourse.Set( lCourse );
FOREACH_PlayerNumber( p ) FOREACH_PlayerNumber( p )
{ {
GAMESTATE->m_pCurTrail[p].Set( lCourse->GetTrail( GAMESTATE->GetCurrentStyle()->m_StepsType ) ); GAMESTATE->m_pCurTrail[p].Set( lCourse->GetTrail( GAMESTATE->GetCurrentStyle()->m_StepsType ) );
ASSERT( GAMESTATE->m_pCurTrail[p] != NULL ); ASSERT( GAMESTATE->m_pCurTrail[p] != NULL );
} }
} }
} }
return; // done looking return; // done looking
} }
return; // didn't find a song return; // didn't find a song
} }
ScreenJukebox::ScreenJukebox() ScreenJukebox::ScreenJukebox()
{ {
m_bDemonstration = false; m_bDemonstration = false;
m_pCourseEntry = NULL; m_pCourseEntry = NULL;
} }
void ScreenJukebox::Init() void ScreenJukebox::Init()
{ {
// ScreenJukeboxMenu must set this // ScreenJukeboxMenu must set this
ASSERT( GAMESTATE->GetCurrentStyle() != NULL ); ASSERT( GAMESTATE->GetCurrentStyle() != NULL );
GAMESTATE->m_PlayMode.Set( PLAY_MODE_REGULAR ); GAMESTATE->m_PlayMode.Set( PLAY_MODE_REGULAR );
SetSong(); SetSong();
// ASSERT( GAMESTATE->m_pCurSong ); // ASSERT( GAMESTATE->m_pCurSong );
GAMESTATE->SetMasterPlayerNumber(PLAYER_1); GAMESTATE->SetMasterPlayerNumber(PLAYER_1);
// choose some cool options // choose some cool options
int Benchmark = 0; int Benchmark = 0;
if( Benchmark ) if( Benchmark )
{ {
/* Note that you also need to make sure you benchmark with the same notes. /* Note that you also need to make sure you benchmark with the same notes.
* I (who? -aj) use a copy of Maxx Unlimited with only heavy notes included.*/ * I (who? -aj) use a copy of Maxx Unlimited with only heavy notes included.*/
FOREACH_EnabledPlayer( p ) FOREACH_EnabledPlayer( p )
{ {
/* Lots and lots of arrows. This might even bias to arrows a little /* Lots and lots of arrows. This might even bias to arrows a little
* too much. */ * too much. */
PO_GROUP_CALL( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions, ModsLevel_Stage, Init ); PO_GROUP_CALL( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions, ModsLevel_Stage, Init );
PO_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions, ModsLevel_Stage, m_fScrollSpeed, .25f ); PO_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions, ModsLevel_Stage, m_fScrollSpeed, .25f );
PO_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions, ModsLevel_Stage, m_fPerspectiveTilt, -1.0f ); PO_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions, ModsLevel_Stage, m_fPerspectiveTilt, -1.0f );
PO_GROUP_ASSIGN_N( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions, ModsLevel_Stage, m_fEffects, PlayerOptions::EFFECT_TINY, 1.0f ); PO_GROUP_ASSIGN_N( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions, ModsLevel_Stage, m_fEffects, PlayerOptions::EFFECT_TINY, 1.0f );
} }
SO_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Stage, m_LifeType, SongOptions::LIFE_BATTERY ); SO_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Stage, m_LifeType, SongOptions::LIFE_BATTERY );
} }
FOREACH_EnabledPlayer( p ) FOREACH_EnabledPlayer( p )
{ {
// Reset score between songs. // Reset score between songs.
STATSMAN->m_CurStageStats.m_player[p].ResetScoreForLesson(); STATSMAN->m_CurStageStats.m_player[p].ResetScoreForLesson();
// This eats any noteskins that may have been set in ScreenJukeboxMenu. -aj // This eats any noteskins that may have been set in ScreenJukeboxMenu. -aj
if( GAMESTATE->m_bJukeboxUsesModifiers ) if( GAMESTATE->m_bJukeboxUsesModifiers )
{ {
PlayerOptions po; PlayerOptions po;
GAMESTATE->GetDefaultPlayerOptions( po ); GAMESTATE->GetDefaultPlayerOptions( po );
po.ChooseRandomModifiers(); po.ChooseRandomModifiers();
GAMESTATE->m_pPlayerState[p]->m_PlayerOptions.Assign( ModsLevel_Stage, po ); GAMESTATE->m_pPlayerState[p]->m_PlayerOptions.Assign( ModsLevel_Stage, po );
} }
} }
SongOptions so; SongOptions so;
GAMESTATE->GetDefaultSongOptions( so ); GAMESTATE->GetDefaultSongOptions( so );
GAMESTATE->m_SongOptions.Assign( ModsLevel_Stage, so ); GAMESTATE->m_SongOptions.Assign( ModsLevel_Stage, so );
FOREACH_EnabledPlayer( p ) FOREACH_EnabledPlayer( p )
PO_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions, ModsLevel_Stage, m_FailType, PlayerOptions::FAIL_OFF ); PO_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions, ModsLevel_Stage, m_FailType, PlayerOptions::FAIL_OFF );
GAMESTATE->m_bDemonstrationOrJukebox = true; GAMESTATE->m_bDemonstrationOrJukebox = true;
// Now that we've set up, init the base class. // Now that we've set up, init the base class.
ScreenGameplay::Init(); ScreenGameplay::Init();
if( GAMESTATE->m_pCurSong == NULL ) // we didn't find a song. if( GAMESTATE->m_pCurSong == NULL ) // we didn't find a song.
{ {
this->PostScreenMessage( SM_GoToNextScreen, 0 ); // Abort demonstration. this->PostScreenMessage( SM_GoToNextScreen, 0 ); // Abort demonstration.
return; return;
} }
ClearMessageQueue(); // remove all of the messages set in ScreenGameplay that animate "ready", "here we go", etc. ClearMessageQueue(); // remove all of the messages set in ScreenGameplay that animate "ready", "here we go", etc.
GAMESTATE->m_bGameplayLeadIn.Set( false ); GAMESTATE->m_bGameplayLeadIn.Set( false );
m_DancingState = STATE_DANCING; m_DancingState = STATE_DANCING;
} }
bool ScreenJukebox::Input( const InputEventPlus &input ) bool ScreenJukebox::Input( const InputEventPlus &input )
{ {
//LOG->Trace( "ScreenJukebox::Input()" ); //LOG->Trace( "ScreenJukebox::Input()" );
if( input.type != IET_FIRST_PRESS ) if( input.type != IET_FIRST_PRESS )
return false; // ignore return false; // ignore
switch( input.MenuI ) switch( input.MenuI )
{ {
case GAME_BUTTON_LEFT: case GAME_BUTTON_LEFT:
case GAME_BUTTON_RIGHT: case GAME_BUTTON_RIGHT:
SCREENMAN->PostMessageToTopScreen( SM_NotesEnded, 0 ); SCREENMAN->PostMessageToTopScreen( SM_NotesEnded, 0 );
return true; return true;
default: default:
break; break;
} }
return ScreenAttract::AttractInput( input, this ); return ScreenAttract::AttractInput( input, this );
} }
void ScreenJukebox::HandleScreenMessage( const ScreenMessage SM ) void ScreenJukebox::HandleScreenMessage( const ScreenMessage SM )
{ {
if( SM == SM_NotesEnded ) if( SM == SM_NotesEnded )
{ {
if( m_Out.IsTransitioning() || m_Out.IsFinished() ) if( m_Out.IsTransitioning() || m_Out.IsFinished() )
return; // ignore - we're already fading or faded return; // ignore - we're already fading or faded
m_Out.StartTransitioning( SM_GoToNextScreen ); m_Out.StartTransitioning( SM_GoToNextScreen );
return; return;
} }
else if( SM == SM_GoToNextScreen ) else if( SM == SM_GoToNextScreen )
{ {
if( m_pSoundMusic ) if( m_pSoundMusic )
m_pSoundMusic->Stop(); m_pSoundMusic->Stop();
} }
else if( SM == SM_GoToStartScreen ) else if( SM == SM_GoToStartScreen )
{ {
ScreenAttract::GoToStartScreen( m_sName ); ScreenAttract::GoToStartScreen( m_sName );
} }
ScreenGameplay::HandleScreenMessage( SM ); ScreenGameplay::HandleScreenMessage( SM );
} }
void ScreenJukebox::InitSongQueues() void ScreenJukebox::InitSongQueues()
{ {
ScreenGameplay::InitSongQueues(); ScreenGameplay::InitSongQueues();
// Pare down to just the song in the course that we want. // Pare down to just the song in the course that we want.
int iIndexToKeep = -1; int iIndexToKeep = -1;
for( unsigned i=0; i<m_apSongsQueue.size(); i++ ) for( unsigned i=0; i<m_apSongsQueue.size(); i++ )
{ {
if( m_apSongsQueue[i] == GAMESTATE->m_pCurSong ) if( m_apSongsQueue[i] == GAMESTATE->m_pCurSong )
{ {
iIndexToKeep = i; iIndexToKeep = i;
break; break;
} }
} }
ASSERT( iIndexToKeep != -1 ); ASSERT( iIndexToKeep != -1 );
for( int i=(m_apSongsQueue.size())-1; i>=0; i-- ) for( int i=(m_apSongsQueue.size())-1; i>=0; i-- )
{ {
if( i != iIndexToKeep ) if( i != iIndexToKeep )
{ {
m_apSongsQueue.erase( m_apSongsQueue.begin()+i ); m_apSongsQueue.erase( m_apSongsQueue.begin()+i );
FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi ) FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
{ {
pi->m_vpStepsQueue.erase( pi->m_vpStepsQueue.begin()+i ); pi->m_vpStepsQueue.erase( pi->m_vpStepsQueue.begin()+i );
pi->m_asModifiersQueue.erase( pi->m_asModifiersQueue.begin()+i ); pi->m_asModifiersQueue.erase( pi->m_asModifiersQueue.begin()+i );
} }
} }
} }
ASSERT_M( m_apSongsQueue.size() == 1, ssprintf("%i", (int) m_apSongsQueue.size()) ); ASSERT_M( m_apSongsQueue.size() == 1, ssprintf("%i", (int) m_apSongsQueue.size()) );
FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi ) FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
{ {
ASSERT_M( pi->m_vpStepsQueue.size() == 1, ssprintf("%i", (int) pi->m_vpStepsQueue.size()) ); ASSERT_M( pi->m_vpStepsQueue.size() == 1, ssprintf("%i", (int) pi->m_vpStepsQueue.size()) );
ASSERT_M( pi->m_asModifiersQueue.size() == 1, ssprintf("%i", (int) pi->m_asModifiersQueue.size()) ); ASSERT_M( pi->m_asModifiersQueue.size() == 1, ssprintf("%i", (int) pi->m_asModifiersQueue.size()) );
} }
} }
/* /*
* (c) 2003-2004 Chris Danford * (c) 2003-2004 Chris Danford
* All rights reserved. * All rights reserved.
* *
* Permission is hereby granted, free of charge, to any person obtaining a * Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the * copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including * "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish, * without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to * distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above * whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of * copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this * the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation. * permission notice appear in supporting documentation.
* *
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS * THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT * INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS * OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR * OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR * OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE. * PERFORMANCE OF THIS SOFTWARE.
*/ */