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https://git.planet-casio.com/Fcalva/Copy3DEngine.git
synced 2024-12-28 04:23:44 +01:00
fx : ajout de sprites
This commit is contained in:
parent
9e1f307d5b
commit
19f0a5d022
9 changed files with 71 additions and 30 deletions
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@ -1,3 +1,4 @@
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sprite.png:
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type: bopti-image
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name: sprite_tst
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profile: gray_alpha
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Binary file not shown.
Before Width: | Height: | Size: 699 B After Width: | Height: | Size: 642 B |
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@ -6,6 +6,8 @@
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#define viewport_w 128
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#define viewport_h 64
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#define max_dist fix(32)
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//Max sprites to attempt to render
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#define max_sprites 16
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#define TSIZE 32
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@ -112,7 +112,9 @@ int main(){
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goto c3d_abort;
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dupdate();
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dclear(C_WHITE);
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dclear(0);
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dprint(0,0,3,"%d",image_layer_count(sprite_tst.profile));
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dupdate();getkey();
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#if debug
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EngineTimers timers;
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@ -124,6 +126,8 @@ int main(){
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.tex = 4
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};
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add_sprite(&tsprite);
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while (!exit_game) {
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prof_t frame = prof_make();
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prof_enter(frame);
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@ -143,7 +147,7 @@ int main(){
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&game
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);
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project_sprite(tex_index, &tsprite, &game.player);
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draw_sprites(tex_index, &game.player);
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if (disp_frame_time == 1) dprint( 0, 0, C_BLACK, "%d ms", frame_time);
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29
src/moteur.c
29
src/moteur.c
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@ -7,14 +7,13 @@
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#include <time.h>
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#include <gint/display.h>
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#include <gint/display-fx.h>
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#include <gint/keyboard.h>
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#include <gint/gray.h>
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#include <libprof.h>
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#include "fixed.h"
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#include "gint/display-cg.h"
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#include "gint/display-fx.h"
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#include "moteur.h"
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#include "map.h"
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#include "game.h"
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@ -23,7 +22,6 @@
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// moteur.c :
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// ici se trouvent tout ce qui concerne les graphismes, mouvement et collisions
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//
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//
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//1D zbuf for sprites
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fixed_t zbuf[viewport_w];
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@ -107,22 +105,6 @@ void load_map(){
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//Fonction fournie par le grand Lephé :D
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inline int __attribute__((always_inline))
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get_pixel(bopti_image_t const *img, int u, int v)
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{
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int layers = 2;
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int columns = (img->width + 31) >> 5;
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uint32_t const *layer_ptr = (void *)img->data;
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layer_ptr += (v * columns + (u >> 5)) * layers;
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uint32_t mask = 0x80000000u >> (u & 31);
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int light = (layer_ptr[0] & mask) != 0;
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int dark = (layer_ptr[1] & mask) != 0;
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return (dark << 1) + light;
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}
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inline int __attribute__((always_inline))
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get_pixel_alpha(bopti_image_t const *img, int u, int v)
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{
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int layers = image_layer_count(img->profile);
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int columns = (img->width + 31) >> 5;
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@ -134,7 +116,11 @@ inline int __attribute__((always_inline))
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int light = (layer_ptr[0] & mask) != 0;
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int dark = (layer_ptr[1] & mask) != 0;
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return (dark << 1) + light;
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int alpha = 0;
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if(layers > 2){
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alpha = !(layer_ptr[2] & mask);
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}
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return (alpha << 2) + (dark << 1) + light;
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}
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uint32_t *light, *dark;
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@ -169,6 +155,9 @@ inline void __attribute__((always_inline))
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light[offset] |= mask;
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dark [offset] |= mask;
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break;
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case C_NONE:
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break;
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default: break;
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}
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}
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@ -16,6 +16,8 @@ typedef struct {
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} EngineTimers;
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int get_pixel(bopti_image_t const *tex, int u, int v);
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void dscale_bopti(bopti_image_t *tex, fixed_t scale_x, fixed_t scale_y,
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int x, int y);
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@ -2,12 +2,15 @@
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#include <gint/display.h>
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#include <gint/keyboard.h>
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#include <stdlib.h>
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#include <string.h>
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#include "game.h"
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#include "sprites.h"
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#include "moteur.h"
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#include "config.h"
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#include "fixed.h"
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#include "utils.h"
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extern fixed_t zbuf[viewport_w];
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@ -16,15 +19,17 @@ int spritec;
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Sprite *sprite_index[SINDEX_S];
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void add_sprite(Sprite *sprite){
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if(spritec >= SINDEX_S)
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return;
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sprite_index[spritec++] = sprite;
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}
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void remove_sprite(Sprite *sprite){
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void clear_sprites(){
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spritec = 0;
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}
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void draw_sprites(){
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void remove_sprite(GUNUSED Sprite *sprite){
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//TODO
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}
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//Lodev's sprite projection, translated
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@ -72,7 +77,6 @@ void project_sprite(bopti_image_t *tex_index[], Sprite *sprite, RcActor *player)
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fixed_t sprite_size = fdiv(fix(sprite_w), fix(TSIZE));
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for(int x = sprite_pos_x; x < sprite_end_x; x++){
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//TODO : Zbuffer
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if(ty < 0 || x < 0 || ty > zbuf[x])
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continue;
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if(x > viewport_w)
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@ -80,7 +84,39 @@ void project_sprite(bopti_image_t *tex_index[], Sprite *sprite, RcActor *player)
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int tex_x = ffloor((x-sprite_pos_x) * fdiv(fix(TSIZE), fix(sprite_w)));
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tex_x %= TSIZE;
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//dline(x, sprite_pos_y, x, sprite_pos_y+sprite_w,2);
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draw_stripe(tex_index[4], 0, sprite_pos_y, sprite_size, tex_x, x);
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}
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}
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struct SpriteDist{
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fixed_t dist;
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int id;
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};
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int sprite_cmpfnc(const void *p1, const void *p2){
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return ((struct SpriteDist*)p2)->dist - ((struct SpriteDist*)p1)->dist;
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}
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void draw_sprites(bopti_image_t *tex_index[], RcActor *player){
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struct SpriteDist dists[SINDEX_S];
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memset(dists, 0, sizeof(struct SpriteDist)*SINDEX_S);
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for(int i = 0; i < spritec; i++){
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Sprite *spr = sprite_index[i];
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fixed_t d = player->pos.x - spr->pos.x;
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d = fmul(d,d);
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d += fmul(player->pos.y - spr->pos.y,player->pos.y - spr->pos.y);
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dists[i].dist = d;
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dists[i].id = i;
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}
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qsort(dists, SINDEX_S, sizeof(struct SpriteDist), &sprite_cmpfnc);
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int msprite = min(spritec,max_sprites);
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for(int i = msprite; i > 0; i--){
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struct SpriteDist *sd = &dists[i];
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Sprite *spr = sprite_index[sd->id];
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if(sd->dist > max_dist)
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continue;
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project_sprite(tex_index, spr, player);
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}
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}
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@ -14,6 +14,12 @@ typedef struct {
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int tex;
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} Sprite;
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void project_sprite(bopti_image_t *tex_index[], Sprite *sprite, RcActor *player);
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//Adds the sprite reference to the internal sprite index
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// /!\ This sprite reference may be used at every call of draw_sprites
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void add_sprite(Sprite *sprite);
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void clear_sprites();
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void draw_sprites(bopti_image_t *tex_index[], RcActor *player);
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#endif
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@ -5,5 +5,6 @@
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#include <stdint.h>
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#define min(x, xmin) (x > xmin ? xmin:x)
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#endif
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