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224 lines
5.3 KiB
224 lines
5.3 KiB
5 years ago
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#pragma once
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#ifdef WIN32
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#include <windows.h>
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#include <xinput.h>
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typedef DWORD(WINAPI XInputGetState_t)(DWORD dwUserIndex, XINPUT_STATE* pState);
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static XInputGetState_t* XInputStateGet;
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typedef DWORD(WINAPI XInputSetState_t)(DWORD dwUserIndex, XINPUT_VIBRATION* pVibration);
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static XInputSetState_t* XInputStateSet;
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#endif
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#define C_BUTTON_COUNT 14
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enum CButton
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{
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UP,
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DOWN,
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LEFT,
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RIGHT,
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START,
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BACK,
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A,
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B,
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X,
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Y,
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LEFT_SHOULDER,
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RIGHT_SHOULDER,
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LEFT_THUMB,
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RIGHT_THUMB
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};
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struct CBState
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{
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bool bPressed = false;
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bool bReleased = false;
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bool bHeld = false;
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};
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class ControllerManager
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{
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private:
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bool buttonState[C_BUTTON_COUNT];
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bool lastButtonState[C_BUTTON_COUNT];
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// Trigger values are in the range of 0 to 1, where 0 is fully
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// released and 1 is fully pressed.
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float triggerLeft = 0;
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float triggerRight = 0;
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// Stick values are in the range of -1 to 1. For X values, -1 is
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// all the way to the left while +1 is all the way to the right.
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float leftStickX = 0;
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float leftStickY = 0;
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float rightStickX = 0;
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float rightStickY = 0;
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// Whether or not the controller is plugged in.
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bool pluggedIn = true;
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bool vibrating = false;
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float vibrateTime = 0;
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float vibrateCounter = 0;
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public:
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bool Initialize();
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void Update(float dt);
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void Vibrate(short amt, int timeMs);
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CBState GetButton(CButton button);
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float GetLeftTrigger() { return triggerLeft; }
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float GetRightTrigger() { return triggerRight; }
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float GetLeftStickX() { return leftStickX; }
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float GetLeftStickY() { return leftStickY; }
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float GetRightStickX() { return rightStickX; }
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float GetRightStickY() { return rightStickY; }
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bool IsVibrating() { return vibrating; }
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bool IsPluggedIn() { return pluggedIn; }
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private:
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float NormalizeStickValue(short value);
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};
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bool ControllerManager::Initialize()
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{
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#ifdef WIN32
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// TODO: Should we check for version 9.1.0 if we fail to find 1.4?
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HMODULE lib = LoadLibraryA("xinput1_4.dll");
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if (!lib) return false;
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XInputStateGet = (XInputGetState_t*)GetProcAddress(lib, "XInputGetState");
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XInputStateSet = (XInputSetState_t*)GetProcAddress(lib, "XInputSetState");
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#endif
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return true;
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}
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float ControllerManager::NormalizeStickValue(short value)
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{
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// The value we are given is in the range -32768 to 32767 with some deadzone around zero.
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// We will assume all values in this dead zone to be a reading of zero (the stick is not moved).
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if (value > -7000 && value < 7000) return 0;
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// Otherwise, we are going to normalize the value.
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return ((value + 32768.0f) / (32768.0f + 32767.0f) * 2) - 1;
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}
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void ControllerManager::Vibrate(short amt, int timeMs)
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{
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// If we are already vibrating, just ignore this, unless they say zero, in which case we will let them stop it.
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if (vibrating && amt != 0) return;
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// Only start the timer if we are actually vibrating.
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if (amt != 0)
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{
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vibrateTime = timeMs / 1000.0f;
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vibrating = true;
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}
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#ifdef WIN32
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XINPUT_VIBRATION info =
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{
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amt,
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amt
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};
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XInputStateSet(0, &info);
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#endif
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}
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CBState ControllerManager::GetButton(CButton button)
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{
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return
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{
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!lastButtonState[button] && buttonState[button],
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lastButtonState[button] && !buttonState[button],
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lastButtonState[button] && buttonState[button]
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};
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}
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void ControllerManager::Update(float dt)
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{
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#ifdef WIN32
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if (vibrating)
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{
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vibrateCounter += dt;
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if (vibrateCounter >= vibrateTime)
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{
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XINPUT_VIBRATION info =
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{
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0, 0
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};
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XInputStateSet(0, &info);
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vibrating = false;
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vibrateCounter = 0;
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vibrateTime = 0;
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}
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}
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for (int i = 0; i < C_BUTTON_COUNT; i++)
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{
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lastButtonState[i] = buttonState[i];
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}
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XINPUT_STATE state;
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// Try and get the first controller. For now we will only support a single one.
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DWORD res = XInputStateGet(0, &state);
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// If the controller is plugged in, handle input.
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if (res == ERROR_SUCCESS)
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{
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XINPUT_GAMEPAD* pad = &state.Gamepad;
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buttonState[UP] = (pad->wButtons & XINPUT_GAMEPAD_DPAD_UP);
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buttonState[DOWN] = (pad->wButtons & XINPUT_GAMEPAD_DPAD_DOWN);
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buttonState[LEFT] = (pad->wButtons & XINPUT_GAMEPAD_DPAD_LEFT);
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buttonState[RIGHT] = (pad->wButtons & XINPUT_GAMEPAD_DPAD_RIGHT);
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buttonState[START] = (pad->wButtons & XINPUT_GAMEPAD_START);
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buttonState[BACK] = (pad->wButtons & XINPUT_GAMEPAD_BACK);
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buttonState[LEFT_SHOULDER] = (pad->wButtons & XINPUT_GAMEPAD_LEFT_SHOULDER);
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buttonState[RIGHT_SHOULDER] = (pad->wButtons & XINPUT_GAMEPAD_RIGHT_SHOULDER);
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buttonState[LEFT_THUMB] = (pad->wButtons & XINPUT_GAMEPAD_LEFT_THUMB);
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buttonState[RIGHT_THUMB] = (pad->wButtons & XINPUT_GAMEPAD_RIGHT_THUMB);
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buttonState[A] = (pad->wButtons & XINPUT_GAMEPAD_A);
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buttonState[B] = (pad->wButtons & XINPUT_GAMEPAD_B);
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buttonState[X] = (pad->wButtons & XINPUT_GAMEPAD_X);
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buttonState[Y] = (pad->wButtons & XINPUT_GAMEPAD_Y);
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triggerLeft = pad->bLeftTrigger / 255.0f;
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triggerRight = pad->bRightTrigger / 255.0f;
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leftStickX = NormalizeStickValue(pad->sThumbLX);
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leftStickY = NormalizeStickValue(pad->sThumbLY);
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rightStickX = NormalizeStickValue(pad->sThumbRX);
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rightStickY = NormalizeStickValue(pad->sThumbRY);
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if (!pluggedIn)
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{
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pluggedIn = true;
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// Send callback.
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// printf("Plugged in.\n");
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}
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}
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else
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{
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if (pluggedIn)
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{
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pluggedIn = false;
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// Send callback.
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// printf("Unplugged.\n");
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}
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}
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#else
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for (int i = 0; i < C_BUTTON_COUNT; i++)
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{
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lastButtonState[i] = buttonState[i] = false;
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}
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#endif
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6 years ago
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}
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