422 lines
13 KiB
C++
422 lines
13 KiB
C++
#include "global.h"
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#include "ScreenSelectCharacter.h"
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#include "ScreenManager.h"
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#include "GameSoundManager.h"
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#include "RageUtil.h"
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#include "RageLog.h"
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#include "ThemeManager.h"
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#include "AnnouncerManager.h"
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#include "GameState.h"
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#include "Character.h"
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#include "PrefsManager.h"
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#include "RageTextureManager.h"
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#include "CharacterManager.h"
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#include "InputEventPlus.h"
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#define TITLE_ON_COMMAND( p ) THEME->GetMetricA("ScreenSelectCharacter",ssprintf("TitleP%dOnCommand",p+1))
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#define TITLE_OFF_COMMAND( p ) THEME->GetMetricA("ScreenSelectCharacter",ssprintf("TitleP%dOffCommand",p+1))
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#define CARD_ON_COMMAND( p ) THEME->GetMetricA("ScreenSelectCharacter",ssprintf("CardP%dOnCommand",p+1))
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#define CARD_OFF_COMMAND( p ) THEME->GetMetricA("ScreenSelectCharacter",ssprintf("CardP%dOffCommand",p+1))
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#define CARD_ARROWS_ON_COMMAND( p ) THEME->GetMetricA("ScreenSelectCharacter",ssprintf("CardArrowsP%dOnCommand",p+1))
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#define CARD_ARROWS_OFF_COMMAND( p ) THEME->GetMetricA("ScreenSelectCharacter",ssprintf("CardArrowsP%dOffCommand",p+1))
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#define EXPLANATION_ON_COMMAND THEME->GetMetricA("ScreenSelectCharacter","ExplanationOnCommand")
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#define EXPLANATION_OFF_COMMAND THEME->GetMetricA("ScreenSelectCharacter","ExplanationOffCommand")
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#define ATTACK_FRAME_ON_COMMAND( p ) THEME->GetMetricA("ScreenSelectCharacter",ssprintf("AttackFrameP%dOnCommand",p+1))
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#define ATTACK_FRAME_OFF_COMMAND( p ) THEME->GetMetricA("ScreenSelectCharacter",ssprintf("AttackFrameP%dOffCommand",p+1))
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#define ATTACK_ICON_WIDTH THEME->GetMetricF("ScreenSelectCharacter","AttackIconWidth")
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#define ATTACK_ICON_HEIGHT THEME->GetMetricF("ScreenSelectCharacter","AttackIconHeight")
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#define ATTACK_ICONS_START_X( p ) THEME->GetMetricF("ScreenSelectCharacter",ssprintf("AttackIconsP%dStartX",p+1))
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#define ATTACK_ICONS_START_Y( p ) THEME->GetMetricF("ScreenSelectCharacter",ssprintf("AttackIconsP%dStartY",p+1))
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#define ATTACK_ICONS_SPACING_X THEME->GetMetricF("ScreenSelectCharacter","AttackIconsSpacingX")
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#define ATTACK_ICONS_SPACING_Y THEME->GetMetricF("ScreenSelectCharacter","AttackIconsSpacingY")
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#define ATTACK_ICONS_ON_COMMAND( p ) THEME->GetMetricA("ScreenSelectCharacter",ssprintf("AttackIconsP%dOnCommand",p+1))
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#define ATTACK_ICONS_OFF_COMMAND( p ) THEME->GetMetricA("ScreenSelectCharacter",ssprintf("AttackIconsP%dOffCommand",p+1))
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#define TIMER_SECONDS THEME->GetMetricI("ScreenSelectCharacter","TimerSeconds")
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#define ICON_WIDTH THEME->GetMetricF("ScreenSelectCharacter","IconWidth")
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#define ICON_HEIGHT THEME->GetMetricF("ScreenSelectCharacter","IconHeight")
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#define ICONS_ON_COMMAND( p ) THEME->GetMetricA("ScreenSelectCharacter",ssprintf("IconsP%dOnCommand",p+1))
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#define ICONS_OFF_COMMAND( p ) THEME->GetMetricA("ScreenSelectCharacter",ssprintf("IconsP%dOffCommand",p+1))
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#define LEVEL_CURSOR_X( p, l ) ( ICONS_START_X(p)+ICONS_SPACING_X*((NUM_ATTACKS_PER_LEVEL-1)/2.f) )
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#define LEVEL_CURSOR_Y( p, l ) ( ICONS_START_Y(p)+ICONS_SPACING_Y*l )
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const PlayerNumber CPU_PLAYER[NUM_PLAYERS] = { PLAYER_2, PLAYER_1 };
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REGISTER_SCREEN_CLASS( ScreenSelectCharacter );
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void ScreenSelectCharacter::Init()
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{
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ScreenWithMenuElements::Init();
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vector<Character*> apCharacters;
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CHARMAN->GetCharacters( apCharacters );
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if( apCharacters.empty() )
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{
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this->PostScreenMessage( SM_GoToNextScreen, 0 );
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return;
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}
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switch( GAMESTATE->m_PlayMode )
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{
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// For Rave/Battle mode, we force the players to select characters
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// (by not returning in this switch)
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case PLAY_MODE_BATTLE:
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case PLAY_MODE_RAVE:
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break;
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default:
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/* Non Rave/Battle mode, just skip this screen if disabled. */
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if( PREFSMAN->m_ShowDancingCharacters != SDC_Select )
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{
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this->PostScreenMessage( SM_GoToNextScreen, 0 );
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return;
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}
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}
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FOREACH_PlayerNumber( p )
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{
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m_iSelectedCharacter[p] = 0;
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if( GAMESTATE->IsHumanPlayer(p) )
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m_SelectionRow[p] = CHOOSING_HUMAN_CHARACTER;
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}
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FOREACH_EnabledPlayer( p )
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{
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m_sprTitle[p].Load( THEME->GetPathG("ScreenSelectCharacter","title 2x2") );
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m_sprTitle[p].SetState( GAMESTATE->IsHumanPlayer(p) ? p : 2+p );
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m_sprTitle[p].StopAnimating();
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m_sprTitle[p].RunCommands( TITLE_ON_COMMAND(p) );
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this->AddChild( &m_sprTitle[p] );
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m_sprCard[p].RunCommands( CARD_ON_COMMAND(p) );
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this->AddChild( &m_sprCard[p] );
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m_sprCardArrows[p].Load( THEME->GetPathG("ScreenSelectCharacter","card arrows") );
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m_sprCardArrows[p].RunCommands( CARD_ARROWS_ON_COMMAND(p) );
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this->AddChild( &m_sprCardArrows[p] );
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for( unsigned i=0; i<MAX_CHAR_ICONS_TO_SHOW; i++ )
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{
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m_sprIcons[p][i].ScaleToClipped( ICON_WIDTH, ICON_HEIGHT );
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this->AddChild( &m_sprIcons[p][i] );
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}
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if(GAMESTATE->m_PlayMode == PLAY_MODE_BATTLE || GAMESTATE->m_PlayMode == PLAY_MODE_RAVE)
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{
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m_sprAttackFrame[p].Load( THEME->GetPathG("ScreenSelectCharacter","attack frame 1x2") );
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m_sprAttackFrame[p].StopAnimating();
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m_sprAttackFrame[p].SetState( p );
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m_sprAttackFrame[p].RunCommands( ATTACK_FRAME_ON_COMMAND(p) );
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this->AddChild( &m_sprAttackFrame[p] );
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for( int i=0; i<NUM_ATTACK_LEVELS; i++ )
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for( int j=0; j<NUM_ATTACKS_PER_LEVEL; j++ )
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{
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float fX = ATTACK_ICONS_START_X(p) + ATTACK_ICONS_SPACING_X*j;
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float fY = ATTACK_ICONS_START_Y(p) + ATTACK_ICONS_SPACING_Y*i;
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m_AttackIcons[p][i][j].SetXY( fX, fY );
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m_AttackIcons[p][i][j].RunCommands( ATTACK_ICONS_ON_COMMAND(p) );
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this->AddChild( &m_AttackIcons[p][i][j] );
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}
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}
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}
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m_sprExplanation.Load( THEME->GetPathG("ScreenSelectCharacter","explanation") );
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m_sprExplanation.RunCommands( EXPLANATION_ON_COMMAND );
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this->AddChild( &m_sprExplanation );
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m_soundChange.Load( THEME->GetPathS("ScreenSelectCharacter","change"), true );
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SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("select group intro") );
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FOREACH_PlayerNumber( p )
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{
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if( GAMESTATE->IsHumanPlayer(p) )
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{
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AfterRowChange( p );
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AfterValueChange( p );
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}
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for( unsigned i=0; i<MAX_CHAR_ICONS_TO_SHOW; i++ )
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m_sprIcons[p][i].RunCommands( ICONS_ON_COMMAND(p) );
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}
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}
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ScreenSelectCharacter::~ScreenSelectCharacter()
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{
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LOG->Trace( "ScreenSelectCharacter::~ScreenSelectCharacter()" );
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}
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bool ScreenSelectCharacter::Input( const InputEventPlus &input )
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{
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LOG->Trace( "ScreenSelectCharacter::Input()" );
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if( IsTransitioning() )
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return false;
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return ScreenWithMenuElements::Input( input ); // default input handler
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}
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void ScreenSelectCharacter::HandleScreenMessage( const ScreenMessage SM )
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{
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if( SM == SM_BeginFadingOut )
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{
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StartTransitioningScreen( SM_GoToNextScreen );
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}
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else if( SM == SM_MenuTimer )
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{
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MakeSelection(PLAYER_1);
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if( !AllAreFinishedChoosing() )
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ResetTimer();
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}
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else
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{
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ScreenWithMenuElements::HandleScreenMessage( SM );
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}
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}
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PlayerNumber ScreenSelectCharacter::GetAffectedPlayerNumber( PlayerNumber pn )
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{
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switch( m_SelectionRow[pn] )
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{
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case CHOOSING_HUMAN_CHARACTER:
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return pn;
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case CHOOSING_CPU_CHARACTER:
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return CPU_PLAYER[pn];
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case FINISHED_CHOOSING:
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return pn;
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default:
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FAIL_M(ssprintf("Invalid character selection state: %i", m_SelectionRow[pn]));
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}
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}
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void ScreenSelectCharacter::BeforeRowChange( PlayerNumber pn )
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{
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PlayerNumber pnAffected = GetAffectedPlayerNumber(pn);
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switch( m_SelectionRow[pn] )
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{
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case CHOOSING_CPU_CHARACTER:
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case CHOOSING_HUMAN_CHARACTER:
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m_sprCardArrows[pnAffected].StopEffect();
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break;
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default: break;
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}
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}
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void ScreenSelectCharacter::AfterRowChange( PlayerNumber pn )
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{
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PlayerNumber pnAffected = GetAffectedPlayerNumber(pn);
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switch( m_SelectionRow[pn] )
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{
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case CHOOSING_CPU_CHARACTER:
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case CHOOSING_HUMAN_CHARACTER:
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m_sprCardArrows[pnAffected].SetEffectGlowShift(1.0f, RageColor(1,1,1,0.2f), RageColor(1,1,1,0.8f));
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break;
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default: break;
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}
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}
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void ScreenSelectCharacter::AfterValueChange( PlayerNumber pn )
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{
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PlayerNumber pnAffected = GetAffectedPlayerNumber(pn);
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switch( m_SelectionRow[pn] )
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{
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case CHOOSING_CPU_CHARACTER:
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case CHOOSING_HUMAN_CHARACTER:
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{
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vector<Character*> apCharacters;
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CHARMAN->GetCharacters( apCharacters );
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Character* pChar = apCharacters[ m_iSelectedCharacter[pnAffected] ];
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m_sprCard[pnAffected].UnloadTexture();
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m_sprCard[pnAffected].Load( pChar->GetCardPath() );
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if(GAMESTATE->m_PlayMode == PLAY_MODE_BATTLE || GAMESTATE->m_PlayMode == PLAY_MODE_RAVE)
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for( int i=0; i<NUM_ATTACK_LEVELS; i++ )
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for( int j=0; j<NUM_ATTACKS_PER_LEVEL; j++ )
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{
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m_AttackIcons[pnAffected][i][j].Load( "ScreenSelectCharacter" );
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m_AttackIcons[pnAffected][i][j].Set( pChar->m_sAttacks[i][j] );
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}
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int c = m_iSelectedCharacter[pnAffected] - MAX_CHAR_ICONS_TO_SHOW/2;
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wrap( c, apCharacters.size() );
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for( unsigned i=0; i<MAX_CHAR_ICONS_TO_SHOW; i++ )
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{
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c++;
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wrap( c, apCharacters.size() );
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Character* pCharacter = apCharacters[c];
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Banner &banner = m_sprIcons[pnAffected][i];
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banner.LoadIconFromCharacter( pCharacter );
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float fX = (pnAffected==PLAYER_1) ? 320-ICON_WIDTH : 320+ICON_WIDTH;
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float fY = SCALE( i, 0.f, MAX_CHAR_ICONS_TO_SHOW-1.f, 240-(MAX_CHAR_ICONS_TO_SHOW/2*ICON_HEIGHT), 240+(MAX_CHAR_ICONS_TO_SHOW/2*ICON_HEIGHT));
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banner.SetXY( fX, fY );
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}
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}
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break;
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case FINISHED_CHOOSING:
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; // do nothing
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break;
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default:
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FAIL_M(ssprintf("Invalid character selection state: %i", m_SelectionRow[pn]));
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}
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}
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bool ScreenSelectCharacter::MenuLeft( const InputEventPlus &input )
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{
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return MenuUp( input );
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}
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bool ScreenSelectCharacter::MenuRight( const InputEventPlus &input )
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{
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return MenuDown( input );
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}
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bool ScreenSelectCharacter::MenuUp( const InputEventPlus &input )
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{
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Move( input.pn, -1 );
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return true;
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}
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bool ScreenSelectCharacter::MenuDown( const InputEventPlus &input )
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{
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Move( input.pn, +1 );
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return true;
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}
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void ScreenSelectCharacter::Move( PlayerNumber pn, int deltaValue )
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{
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PlayerNumber pnAffected = GetAffectedPlayerNumber(pn);
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switch( m_SelectionRow[pn] )
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{
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case CHOOSING_CPU_CHARACTER:
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case CHOOSING_HUMAN_CHARACTER:
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{
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vector<Character*> apCharacters;
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CHARMAN->GetCharacters( apCharacters );
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m_iSelectedCharacter[pnAffected] += deltaValue;
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wrap( m_iSelectedCharacter[pnAffected], apCharacters.size() );
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AfterValueChange(pn);
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m_soundChange.Play();
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break;
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}
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default: break;
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}
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}
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bool ScreenSelectCharacter::AllAreFinishedChoosing() const
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{
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FOREACH_HumanPlayer( p )
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if( m_SelectionRow[p] != FINISHED_CHOOSING )
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return false;
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return true;
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}
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bool ScreenSelectCharacter::MenuStart( const InputEventPlus &input )
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{
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MakeSelection( input.pn );
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return true;
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}
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void ScreenSelectCharacter::MakeSelection( PlayerNumber pn )
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{
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if( m_SelectionRow[pn] == FINISHED_CHOOSING )
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return;
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// change row
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BeforeRowChange(pn);
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switch( m_SelectionRow[pn] )
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{
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case CHOOSING_HUMAN_CHARACTER:
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m_SelectionRow[pn] = GAMESTATE->AnyPlayersAreCpu() ? CHOOSING_CPU_CHARACTER : FINISHED_CHOOSING;
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break;
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case CHOOSING_CPU_CHARACTER:
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m_SelectionRow[pn] = FINISHED_CHOOSING;
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break;
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default: break;
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}
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AfterRowChange(pn);
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AfterValueChange(pn);
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SCREENMAN->PlayStartSound();
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if( AllAreFinishedChoosing() )
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{
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FOREACH_PlayerNumber( p )
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{
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vector<Character*> apCharacters;
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CHARMAN->GetCharacters( apCharacters );
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Character* pChar = apCharacters[ m_iSelectedCharacter[p] ];
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GAMESTATE->m_pCurCharacters[p] = pChar;
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}
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StopTimer();
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this->PostScreenMessage( SM_BeginFadingOut, 0 );
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}
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}
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bool ScreenSelectCharacter::MenuBack( const InputEventPlus &input )
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{
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Cancel( SM_GoToPrevScreen );
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return true;
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}
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void ScreenSelectCharacter::TweenOffScreen()
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{
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ScreenWithMenuElements::TweenOffScreen();
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FOREACH_PlayerNumber( p )
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{
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m_sprCard[p].RunCommands( CARD_OFF_COMMAND(p) );
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m_sprTitle[p].RunCommands( TITLE_OFF_COMMAND(p) );
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m_sprCardArrows[p].RunCommands( CARD_ARROWS_OFF_COMMAND(p) );
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if(GAMESTATE->m_PlayMode == PLAY_MODE_BATTLE || GAMESTATE->m_PlayMode == PLAY_MODE_RAVE)
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{
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m_sprAttackFrame[p].RunCommands( ATTACK_FRAME_OFF_COMMAND(p) );
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for( int i=0; i<NUM_ATTACK_LEVELS; i++ )
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for( int j=0; j<NUM_ATTACKS_PER_LEVEL; j++ )
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m_AttackIcons[p][i][j].RunCommands( ATTACK_ICONS_OFF_COMMAND(p) );
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}
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for( unsigned i=0; i<MAX_CHAR_ICONS_TO_SHOW; i++ )
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m_sprIcons[p][i].RunCommands( ICONS_OFF_COMMAND(p) );
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}
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m_sprExplanation.RunCommands( EXPLANATION_OFF_COMMAND );
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}
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/*
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* (c) 2003-2004 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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