- remove colormap from texture generation parameters. The one remaining special case, alpha texture on old hardware is now handled by the currently set texture mode at the time of use.
- use the cleaned up decal lighting code from the first GLEW branch.
This commit is contained in:
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7793bbbcc9
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14 changed files with 131 additions and 289 deletions
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@ -50,12 +50,11 @@
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//
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//===========================================================================
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template<class T>
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void iCopyColors(unsigned char * pout, const unsigned char * pin, int cm, int count, int step)
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void iCopyColors(unsigned char * pout, const unsigned char * pin, bool alphatex, int count, int step)
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{
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int i;
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int fac;
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if (cm == CM_DEFAULT)
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if (!alphatex)
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{
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for(i=0;i<count;i++)
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{
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@ -70,7 +69,7 @@ void iCopyColors(unsigned char * pout, const unsigned char * pin, int cm, int co
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pin+=step;
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}
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}
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else if (cm == CM_SHADE)
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else
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{
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// Alpha shade uses the red channel for true color pics
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for(i=0;i<count;i++)
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@ -84,40 +83,9 @@ void iCopyColors(unsigned char * pout, const unsigned char * pin, int cm, int co
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pin+=step;
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}
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}
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else if (cm >= CM_FIRSTSPECIALCOLORMAP && cm < CM_FIRSTSPECIALCOLORMAP + int(SpecialColormaps.Size()))
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{
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for(i=0;i<count;i++)
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{
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if (T::A(pin) != 0)
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{
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PalEntry pe = SpecialColormaps[cm - CM_FIRSTSPECIALCOLORMAP].GrayscaleToColor[T::Gray(pin)];
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pout[0] = pe.r;
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pout[1] = pe.g;
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pout[2] = pe.b;
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pout[3] = T::A(pin);
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}
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pout+=4;
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pin+=step;
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}
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}
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else if (cm<=CM_DESAT31)
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{
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// Desaturated light settings.
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fac=cm-CM_DESAT0;
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for(i=0;i<count;i++)
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{
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if (T::A(pin) != 0)
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{
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gl_Desaturate(T::Gray(pin), T::R(pin), T::G(pin), T::B(pin), pout[0], pout[1], pout[2], fac);
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pout[3] = T::A(pin);
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}
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pout+=4;
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pin+=step;
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}
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}
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}
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typedef void (*CopyFunc)(unsigned char * pout, const unsigned char * pin, int cm, int count, int step);
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typedef void (*CopyFunc)(unsigned char * pout, const unsigned char * pin, bool alphatex, int count, int step);
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static CopyFunc copyfuncs[]={
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iCopyColors<cRGB>,
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@ -147,57 +115,11 @@ void FGLBitmap::CopyPixelDataRGB(int originx, int originy,
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BYTE *buffer = GetPixels() + 4*originx + Pitch*originy;
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for (int y=0;y<srcheight;y++)
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{
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copyfuncs[ct](&buffer[y*Pitch], &patch[y*step_y], cm, srcwidth, step_x);
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copyfuncs[ct](&buffer[y*Pitch], &patch[y*step_y], alphatex, srcwidth, step_x);
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}
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}
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}
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//===========================================================================
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//
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// Creates one of the special palette translations for the given palette
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//
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//===========================================================================
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void ModifyPalette(PalEntry * pout, PalEntry * pin, int cm, int count)
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{
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int i;
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int fac;
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if (cm == CM_DEFAULT)
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{
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if (pin != pout)
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memcpy(pout, pin, count * sizeof(PalEntry));
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}
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else if (cm >= CM_FIRSTSPECIALCOLORMAP && cm < CM_FIRSTSPECIALCOLORMAP + int(SpecialColormaps.Size()))
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{
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for(i=0;i<count;i++)
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{
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int gray = (pin[i].r*77 + pin[i].g*143 + pin[i].b*37) >> 8;
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// This can be done in place so we cannot copy the color directly.
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PalEntry pe = SpecialColormaps[cm - CM_FIRSTSPECIALCOLORMAP].GrayscaleToColor[gray];
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pout[i].r = pe.r;
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pout[i].g = pe.g;
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pout[i].b = pe.b;
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pout[i].a = pin[i].a;
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}
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}
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else if (cm<=CM_DESAT31)
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{
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// Desaturated light settings.
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fac=cm-CM_DESAT0;
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for(i=0;i<count;i++)
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{
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int gray=(pin[i].r*77 + pin[i].g*143 + pin[i].b*36)>>8;
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gl_Desaturate(gray, pin[i].r, pin[i].g, pin[i].b, pout[i].r, pout[i].g, pout[i].b, fac);
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pout[i].a = pin[i].a;
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}
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}
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else if (pin!=pout)
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{
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memcpy(pout, pin, count * sizeof(PalEntry));
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}
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}
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//===========================================================================
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//
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// Paletted to True Color texture copy function
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@ -215,7 +137,7 @@ void FGLBitmap::CopyPixelData(int originx, int originy, const BYTE * patch, int
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BYTE *buffer = GetPixels() + 4*originx + Pitch*originy;
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// CM_SHADE is an alpha map with 0==transparent and 1==opaque
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if (cm == CM_SHADE)
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if (alphatex)
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{
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for(int i=0;i<256;i++)
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{
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@ -225,37 +147,21 @@ void FGLBitmap::CopyPixelData(int originx, int originy, const BYTE * patch, int
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penew[i]=PalEntry(0,255,255,255); // If the palette contains transparent colors keep them.
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}
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}
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else
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else if (translation > 0)
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{
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// apply any translation.
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// The ice and blood color translations are done directly
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// because that yields better results.
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switch(translation)
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PalEntry *ptrans = GLTranslationPalette::GetPalette(translation);
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if (ptrans)
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{
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default:
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{
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PalEntry *ptrans = GLTranslationPalette::GetPalette(translation);
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if (ptrans)
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for (i = 0; i < 256; i++)
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{
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for(i = 0; i < 256; i++)
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{
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penew[i] = (ptrans[i]&0xffffff) | (palette[i]&0xff000000);
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}
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break;
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penew[i] = (ptrans[i] & 0xffffff) | (palette[i] & 0xff000000);
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}
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}
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case 0:
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memcpy(penew, palette, 256*sizeof(PalEntry));
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break;
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}
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if (cm!=0)
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{
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// Apply color modifications like invulnerability, desaturation and Boom colormaps
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ModifyPalette(penew, penew, cm, 256);
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}
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}
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// Now penew contains the actual palette that is to be used for creating the image.
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else
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{
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memcpy(penew, palette, 256*sizeof(PalEntry));
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}
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// convert the image according to the translated palette.
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for (y=0;y<srcheight;y++)
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@ -271,15 +177,6 @@ void FGLBitmap::CopyPixelData(int originx, int originy, const BYTE * patch, int
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buffer[pos+2] = penew[v].b;
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buffer[pos+3] = penew[v].a;
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}
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/*
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else if (penew[v].a!=255)
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{
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buffer[pos ] = (buffer[pos ] * penew[v].a + penew[v].r * (1-penew[v].a)) / 255;
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buffer[pos+1] = (buffer[pos+1] * penew[v].a + penew[v].g * (1-penew[v].a)) / 255;
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buffer[pos+2] = (buffer[pos+2] * penew[v].a + penew[v].b * (1-penew[v].a)) / 255;
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buffer[pos+3] = clamp<int>(buffer[pos+3] + (( 255-buffer[pos+3]) * (255-penew[v].a))/255, 0, 255);
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}
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*/
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}
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}
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}
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