/apps: separate /apps/testgame into /apps/platformer and /apps/scenery, update /apps/template
This commit is contained in:
108
apps/scenery/scenes/ingame.c
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108
apps/scenery/scenes/ingame.c
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#include "ingame.h"
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#include "title.h"
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#include "scene.h"
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#include "twn_game_api.h"
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#define STB_PERLIN_IMPLEMENTATION
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#include <stb_perlin.h>
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static void ingame_tick(State *state) {
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SceneIngame *scn = (SceneIngame *)state->scene;
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if (input_is_mouse_captured(&ctx.input)) {
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const float sensitivity = 0.6f; /* TODO: put this in a better place */
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scn->yaw += (float)ctx.input.mouse_relative_position.x * sensitivity;
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scn->pitch -= (float)ctx.input.mouse_relative_position.y * sensitivity;
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scn->pitch = clampf(scn->pitch, -89.0f, 89.0f);
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const float yaw_rad = scn->yaw * (float)DEG2RAD;
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const float pitch_rad = scn->pitch * (float)DEG2RAD;
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scn->cam.target = m_vec_norm(((Vec3){
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cosf(yaw_rad) * cosf(pitch_rad),
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sinf(pitch_rad),
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sinf(yaw_rad) * cosf(pitch_rad)
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}));
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}
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const Vec3 right = m_vec_norm(m_vec_cross(scn->cam.target, scn->cam.up));
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const float speed = 0.04f; /* TODO: put this in a better place */
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if (input_is_action_pressed(&ctx.input, "player_left"))
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scn->cam.pos = vec3_sub(scn->cam.pos, m_vec_scale(right, speed));
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if (input_is_action_pressed(&ctx.input, "player_right"))
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scn->cam.pos = vec3_add(scn->cam.pos, m_vec_scale(right, speed));
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if (input_is_action_pressed(&ctx.input, "player_forward"))
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scn->cam.pos = vec3_add(scn->cam.pos, m_vec_scale(scn->cam.target, speed));
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if (input_is_action_pressed(&ctx.input, "player_backward"))
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scn->cam.pos = vec3_sub(scn->cam.pos, m_vec_scale(scn->cam.target, speed));
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if (input_is_action_pressed(&ctx.input, "player_jump"))
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scn->cam.pos.y += speed;
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if (input_is_action_pressed(&ctx.input, "player_run"))
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scn->cam.pos.y -= speed;
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/* toggle mouse capture with end key */
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if (input_is_action_just_pressed(&ctx.input, "mouse_capture_toggle")) {
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input_set_mouse_captured(&ctx.input, !input_is_mouse_captured(&ctx.input));
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}
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set_camera(&scn->cam);
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#define TERRAIN_FREQUENCY 0.1f
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for (int y = 64; y--;) {
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for (int x = 64; x--;) {
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float d0 = stb_perlin_noise3((float)x * TERRAIN_FREQUENCY, (float)y * TERRAIN_FREQUENCY, 0, 0, 0, 0) * 20 - 6;
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float d1 = stb_perlin_noise3((float)(x + 1) * TERRAIN_FREQUENCY, (float)y * TERRAIN_FREQUENCY, 0, 0, 0, 0) * 20 - 6;
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float d2 = stb_perlin_noise3((float)(x + 1) * TERRAIN_FREQUENCY, (float)(y - 1) * TERRAIN_FREQUENCY, 0, 0, 0, 0) * 20 - 6;
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float d3 = stb_perlin_noise3((float)x * TERRAIN_FREQUENCY, (float)(y - 1) * TERRAIN_FREQUENCY, 0, 0, 0, 0) * 20 - 6;
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unfurl_triangle("/assets/grass.gif",
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(Vec3){ (float)x, d0, (float)y },
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(Vec3){ (float)x + 1, d1, (float)y },
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(Vec3){ (float)x, d3, (float)y - 1 },
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(Vec2sh){ 1024, 768 },
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(Vec2sh){ 1024, 0 },
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(Vec2sh){ 0, 768 });
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unfurl_triangle("/assets/grass.gif",
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(Vec3){ (float)x + 1, d1, (float)y },
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(Vec3){ (float)x + 1, d2, (float)y - 1 },
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(Vec3){ (float)x, d3, (float)y - 1 },
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(Vec2sh){ 1024, 0 },
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(Vec2sh){ 0, 0 },
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(Vec2sh){ 0, 768 });
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}
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}
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}
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static void ingame_end(State *state) {
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free(state->scene);
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}
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Scene *ingame_scene(State *state) {
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(void)state;
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SceneIngame *new_scene = ccalloc(1, sizeof *new_scene);
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new_scene->base.tick = ingame_tick;
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new_scene->base.end = ingame_end;
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new_scene->cam = (Camera){ .pos = { 32, 0, 1 }, .up = { 0, 1, 0 }, .fov = (float)M_PI_2 };
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audio_play_ex("music/mod65.xm", "soundtrack", (PlayAudioArgs){
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.repeat = true,
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.volume = 1.0f
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});
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input_set_mouse_captured(&ctx.input, true);
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return (Scene *)new_scene;
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}
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25
apps/scenery/scenes/ingame.h
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25
apps/scenery/scenes/ingame.h
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#ifndef INGAME_H
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#define INGAME_H
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#include "twn_game_api.h"
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#include "../state.h"
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#include "scene.h"
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typedef struct SceneIngame {
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Scene base;
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Camera cam;
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/* TODO: put this in a better place */
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float yaw;
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float pitch;
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float roll;
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} SceneIngame;
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Scene *ingame_scene(State *state);
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#endif
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8
apps/scenery/scenes/scene.c
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8
apps/scenery/scenes/scene.c
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#include "scene.h"
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#include "../state.h"
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void switch_to(State *state, Scene *(*scene_func)(State *)) {
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state->next_scene = scene_func(state);
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state->is_scene_switching = true;
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}
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16
apps/scenery/scenes/scene.h
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16
apps/scenery/scenes/scene.h
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#ifndef SCENE_H
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#define SCENE_H
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typedef struct State State;
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typedef struct Scene {
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char *id;
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void (*tick)(State *);
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void (*end)(State *);
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} Scene;
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void switch_to(State *state, Scene *(*scene_func)(State *));
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#endif
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64
apps/scenery/scenes/title.c
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64
apps/scenery/scenes/title.c
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#include "title.h"
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#include "ingame.h"
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#include "twn_game_api.h"
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#include <stdio.h>
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static void title_tick(State *state) {
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SceneTitle *scn = (SceneTitle *)state->scene;
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(void)scn;
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if (input_is_action_just_pressed(&state->ctx->input, "ui_accept")) {
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switch_to(state, ingame_scene);
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}
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m_sprite("/assets/title.png", ((Rect) {
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((float)RENDER_BASE_WIDTH / 2) - ((float)320 / 2), 64, 320, 128 }));
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/* draw the tick count as an example of dynamic text */
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size_t text_str_len = snprintf(NULL, 0, "%lu", state->ctx->tick_count) + 1;
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char *text_str = cmalloc(text_str_len);
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snprintf(text_str, text_str_len, "%lu", state->ctx->tick_count);
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const char *font = "fonts/kenney-pixel.ttf";
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int text_h = 32;
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int text_w = text_get_width(text_str, text_h, font);
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push_rectangle(
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(Rect) {
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.x = 0,
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.y = 0,
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.w = (float)text_w,
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.h = (float)text_h,
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},
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(Color) { 0, 0, 0, 255 }
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);
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push_text(
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text_str,
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(Vec2){ 0, 0 },
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text_h,
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(Color) { 255, 255, 255, 255 },
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font
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);
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free(text_str);
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}
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static void title_end(State *state) {
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free(state->scene);
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}
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Scene *title_scene(State *state) {
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(void)state;
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SceneTitle *new_scene = ccalloc(1, sizeof *new_scene);
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new_scene->base.tick = title_tick;
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new_scene->base.end = title_end;
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return (Scene *)new_scene;
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}
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16
apps/scenery/scenes/title.h
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16
apps/scenery/scenes/title.h
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#ifndef TITLE_H
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#define TITLE_H
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#include "../state.h"
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#include "scene.h"
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typedef struct SceneTitle {
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Scene base;
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} SceneTitle;
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Scene *title_scene(State *state);
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#endif
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