2018-06-25 16:44:34 -04:00
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//$file${.::missile.cpp} #####################################################
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//
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2012-08-14 18:00:48 -04:00
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// Model: game.qm
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2018-06-25 16:44:34 -04:00
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// File: ${.::missile.cpp}
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2012-08-14 18:00:48 -04:00
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//
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// This code has been generated by QM 4.3.0 (https://www.state-machine.com/qm).
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2013-10-10 20:01:51 -04:00
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// DO NOT EDIT THIS FILE MANUALLY. All your changes will be lost.
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2012-08-14 18:00:48 -04:00
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//
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2013-10-10 20:01:51 -04:00
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// This program is open source software: you can redistribute it and/or
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// modify it under the terms of the GNU General Public License as published
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// by the Free Software Foundation.
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//
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// This program is distributed in the hope that it will be useful, but
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// WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
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// or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
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// for more details.
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//
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//$endhead${.::missile.cpp} ##################################################
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2015-05-14 16:05:04 -04:00
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#include "qpcpp.h"
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#include "bsp.h"
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#include "game.h"
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//Q_DEFINE_THIS_FILE
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2018-06-25 16:44:34 -04:00
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//$declare${AOs::Missile} ####################################################
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namespace GAME {
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//${AOs::Missile} ............................................................
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class Missile : public QP::QActive {
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private:
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uint8_t m_x;
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uint8_t m_y;
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uint8_t m_exp_ctr;
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public:
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Missile();
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protected:
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static QP::QState initial(Missile * const me, QP::QEvt const * const e);
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static QP::QState armed(Missile * const me, QP::QEvt const * const e);
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static QP::QState flying(Missile * const me, QP::QEvt const * const e);
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static QP::QState exploding(Missile * const me, QP::QEvt const * const e);
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};
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2013-12-30 17:41:15 -05:00
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} // namespace GAME
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//$enddecl${AOs::Missile} ####################################################
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namespace GAME {
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// local objects -------------------------------------------------------------
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static Missile l_missile; // the sole instance of the Missile active object
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} // namespace GAME
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// Public-scope objects ------------------------------------------------------
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// Check for the minimum required QP version
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#if (QP_VERSION < 630U) || (QP_VERSION != ((QP_RELEASE^4294967295U) % 0x3E8U))
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#error qpcpp version 6.3.0 or higher required
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#endif
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//$define${AOs::AO_Missile} ##################################################
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namespace GAME {
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// opaque pointer
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//${AOs::AO_Missile} .........................................................
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QP::QActive * const AO_Missile = &l_missile;
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} // namespace GAME
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//$enddef${AOs::AO_Missile} ##################################################
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// Active object definition --------------------------------------------------
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//$define${AOs::Missile} #####################################################
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namespace GAME {
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//${AOs::Missile} ............................................................
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//${AOs::Missile::Missile} ...................................................
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Missile::Missile()
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: QActive(Q_STATE_CAST(&Missile::initial))
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{}
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//${AOs::Missile::SM} ........................................................
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QP::QState Missile::initial(Missile * const me, QP::QEvt const * const e) {
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//${AOs::Missile::SM::initial}
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me->subscribe( TIME_TICK_SIG);
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// local signals...
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QS_SIG_DICTIONARY(MISSILE_FIRE_SIG, me);
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QS_SIG_DICTIONARY(HIT_WALL_SIG, me);
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QS_SIG_DICTIONARY(DESTROYED_MINE_SIG, me);
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(void)e; // unused parameter
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QS_FUN_DICTIONARY(&armed);
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QS_FUN_DICTIONARY(&flying);
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QS_FUN_DICTIONARY(&exploding);
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return Q_TRAN(&armed);
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}
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//${AOs::Missile::SM::armed} .................................................
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QP::QState Missile::armed(Missile * const me, QP::QEvt const * const e) {
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QP::QState status_;
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switch (e->sig) {
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//${AOs::Missile::SM::armed::MISSILE_FIRE}
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case MISSILE_FIRE_SIG: {
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me->m_x = Q_EVT_CAST(ObjectPosEvt)->x;
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me->m_y = Q_EVT_CAST(ObjectPosEvt)->y;
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status_ = Q_TRAN(&flying);
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break;
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}
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default: {
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status_ = Q_SUPER(&top);
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break;
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}
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}
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return status_;
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}
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//${AOs::Missile::SM::flying} ................................................
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QP::QState Missile::flying(Missile * const me, QP::QEvt const * const e) {
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QP::QState status_;
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switch (e->sig) {
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//${AOs::Missile::SM::flying::TIME_TICK}
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case TIME_TICK_SIG: {
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//${AOs::Missile::SM::flying::TIME_TICK::[me->m_x+GAME_MISSILE_SPEED_X<GA~}
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if (me->m_x + GAME_MISSILE_SPEED_X < GAME_TUNNEL_WIDTH) {
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me->m_x += GAME_MISSILE_SPEED_X;
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// tell the Tunnel to draw the Missile and test for wall hits
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ObjectImageEvt *oie = Q_NEW(ObjectImageEvt, MISSILE_IMG_SIG);
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oie->x = me->m_x;
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oie->y = me->m_y;
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oie->bmp = MISSILE_BMP;
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AO_Tunnel->POST(oie, me);
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status_ = Q_HANDLED();
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}
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//${AOs::Missile::SM::flying::TIME_TICK::[else]}
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else {
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status_ = Q_TRAN(&armed);
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}
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break;
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}
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//${AOs::Missile::SM::flying::HIT_WALL}
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case HIT_WALL_SIG: {
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status_ = Q_TRAN(&exploding);
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break;
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}
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//${AOs::Missile::SM::flying::DESTROYED_MINE}
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case DESTROYED_MINE_SIG: {
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AO_Ship->POST(e, me);
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status_ = Q_TRAN(&armed);
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break;
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}
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default: {
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status_ = Q_SUPER(&top);
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break;
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}
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}
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return status_;
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}
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//${AOs::Missile::SM::exploding} .............................................
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QP::QState Missile::exploding(Missile * const me, QP::QEvt const * const e) {
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QP::QState status_;
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switch (e->sig) {
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//${AOs::Missile::SM::exploding}
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case Q_ENTRY_SIG: {
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me->m_exp_ctr = 0U;
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status_ = Q_HANDLED();
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break;
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}
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//${AOs::Missile::SM::exploding::TIME_TICK}
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case TIME_TICK_SIG: {
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//${AOs::Missile::SM::exploding::TIME_TICK::[(me->m_x>=GAME_SPEED_X)&&(me->m~}
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if ((me->m_x >= GAME_SPEED_X) && (me->m_exp_ctr < 15U)) {
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++me->m_exp_ctr; // advance the explosion counter
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me->m_x -= GAME_SPEED_X; // move the explosion by one step
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// tell the Tunnel to render the current stage of Explosion
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ObjectImageEvt *oie = Q_NEW(ObjectImageEvt, EXPLOSION_SIG);
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oie->x = me->m_x + 3U; // x-pos of explosion
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oie->y = (int8_t)((int)me->m_y - 4U); // y-pos
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oie->bmp = EXPLOSION0_BMP + (me->m_exp_ctr >> 2);
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AO_Tunnel->POST(oie, me);
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status_ = Q_HANDLED();
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}
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//${AOs::Missile::SM::exploding::TIME_TICK::[else]}
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else {
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status_ = Q_TRAN(&armed);
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}
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break;
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}
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default: {
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status_ = Q_SUPER(&top);
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break;
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}
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}
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return status_;
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}
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} // namespace GAME
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2018-06-25 16:44:34 -04:00
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//$enddef${AOs::Missile} #####################################################
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