mirror of
https://github.com/QuantumLeaps/qpcpp.git
synced 2025-02-04 06:13:00 +08:00
Added "QUIT" (QP Unit Internal Testing); refined AO encapsulation in examples: workstation/dpp and arm-cm/game
198 lines
6.4 KiB
C++
198 lines
6.4 KiB
C++
//.$file${.::missile.cpp} vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv
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//
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// Model: game.qm
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// File: ${.::missile.cpp}
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//
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// This code has been generated by QM 5.1.0 <www.state-machine.com/qm/>.
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// DO NOT EDIT THIS FILE MANUALLY. All your changes will be lost.
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//
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// This program is open source software: you can redistribute it and/or
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// modify it under the terms of the GNU General Public License as published
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// by the Free Software Foundation.
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//
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// This program is distributed in the hope that it will be useful, but
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// WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
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// or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
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// for more details.
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//
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//.$endhead${.::missile.cpp} ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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#include "qpcpp.hpp"
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#include "bsp.hpp"
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#include "game.hpp"
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//Q_DEFINE_THIS_FILE
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//.$declare${AOs::Missile} vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv
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namespace GAME {
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//.${AOs::Missile} ...........................................................
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class Missile : public QP::QActive {
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private:
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std::uint8_t m_x;
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std::uint8_t m_y;
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uint8_t m_exp_ctr;
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public:
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static Missile inst;
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public:
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Missile();
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protected:
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Q_STATE_DECL(initial);
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Q_STATE_DECL(armed);
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Q_STATE_DECL(flying);
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Q_STATE_DECL(exploding);
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};
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} // namespace GAME
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//.$enddecl${AOs::Missile} ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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// Public-scope shared objects -----------------------------------------------
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//.$skip${QP_VERSION} vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv
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//. Check for the minimum required QP version
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#if (QP_VERSION < 680U) || (QP_VERSION != ((QP_RELEASE^4294967295U) % 0x3E8U))
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#error qpcpp version 6.8.0 or higher required
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#endif
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//.$endskip${QP_VERSION} ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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//.$define${Shared::AO_Missile} vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv
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namespace GAME {
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// opaque pointer
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//.${Shared::AO_Missile} .....................................................
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QP::QActive * const AO_Missile = &Missile::inst;
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} // namespace GAME
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//.$enddef${Shared::AO_Missile} ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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// Active object definition --------------------------------------------------
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//.$define${AOs::Missile} vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv
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namespace GAME {
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//.${AOs::Missile} ...........................................................
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Missile Missile::inst;
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//.${AOs::Missile::Missile} ..................................................
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Missile::Missile()
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: QActive(&initial)
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{}
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//.${AOs::Missile::SM} .......................................................
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Q_STATE_DEF(Missile, initial) {
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//.${AOs::Missile::SM::initial}
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subscribe( TIME_TICK_SIG);
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// local signals...
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QS_SIG_DICTIONARY(MISSILE_FIRE_SIG, this);
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QS_SIG_DICTIONARY(HIT_WALL_SIG, this);
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QS_SIG_DICTIONARY(DESTROYED_MINE_SIG, this);
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(void)e; // unused parameter
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QS_FUN_DICTIONARY(&Missile::armed);
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QS_FUN_DICTIONARY(&Missile::flying);
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QS_FUN_DICTIONARY(&Missile::exploding);
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return tran(&armed);
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}
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//.${AOs::Missile::SM::armed} ................................................
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Q_STATE_DEF(Missile, armed) {
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QP::QState status_;
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switch (e->sig) {
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//.${AOs::Missile::SM::armed::MISSILE_FIRE}
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case MISSILE_FIRE_SIG: {
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m_x = Q_EVT_CAST(ObjectPosEvt)->x;
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m_y = Q_EVT_CAST(ObjectPosEvt)->y;
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status_ = tran(&flying);
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break;
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}
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default: {
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status_ = super(&top);
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break;
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}
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}
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return status_;
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}
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//.${AOs::Missile::SM::flying} ...............................................
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Q_STATE_DEF(Missile, flying) {
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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::[m_x+GAME_MISSILE_SPEED_X<GAME_T~}
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if (m_x + GAME_MISSILE_SPEED_X < GAME_TUNNEL_WIDTH) {
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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 = m_x;
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oie->y = m_y;
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oie->bmp = MISSILE_BMP;
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AO_Tunnel->POST(oie, this);
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status_ = Q_RET_HANDLED;
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}
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//.${AOs::Missile::SM::flying::TIME_TICK::[else]}
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else {
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status_ = tran(&armed);
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}
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break;
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}
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//.${AOs::Missile::SM::flying::HIT_WALL}
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case HIT_WALL_SIG: {
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status_ = tran(&exploding);
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break;
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}
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//.${AOs::Missile::SM::flying::DESTROYED_MINE}
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case DESTROYED_MINE_SIG: {
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AO_Ship->POST(e, this);
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status_ = tran(&armed);
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break;
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}
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default: {
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status_ = super(&top);
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break;
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}
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}
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return status_;
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}
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//.${AOs::Missile::SM::exploding} ............................................
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Q_STATE_DEF(Missile, exploding) {
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QP::QState status_;
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switch (e->sig) {
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//.${AOs::Missile::SM::exploding}
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case Q_ENTRY_SIG: {
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m_exp_ctr = 0U;
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status_ = Q_RET_HANDLED;
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break;
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}
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//.${AOs::Missile::SM::exploding::TIME_TICK}
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case TIME_TICK_SIG: {
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//.${AOs::Missile::SM::exploding::TIME_TICK::[(m_x>=GAME_SPEED_X)&&(m_exp_ctr~}
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if ((m_x >= GAME_SPEED_X) && (m_exp_ctr < 15U)) {
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++m_exp_ctr; // advance the explosion counter
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m_x -= GAME_SPEED_X; // move the explosion by one step
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// tell the Tunnel to render the current stage of Explosion
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ObjectImageEvt *oie = Q_NEW(ObjectImageEvt, EXPLOSION_SIG);
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oie->x = m_x + 3U; // x-pos of explosion
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oie->y = (int8_t)((int)m_y - 4U); // y-pos
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oie->bmp = EXPLOSION0_BMP + (m_exp_ctr >> 2);
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AO_Tunnel->POST(oie, this);
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status_ = Q_RET_HANDLED;
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}
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//.${AOs::Missile::SM::exploding::TIME_TICK::[else]}
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else {
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status_ = 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_ = 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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//.$enddef${AOs::Missile} ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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