mirror of https://github.com/OpenMW/openmw.git
added sound manager skeleton and sound script functions
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#include "extensions.hpp"
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#include <components/compiler/extensions.hpp>
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#include <components/interpreter/interpreter.hpp>
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#include <components/interpreter/runtime.hpp>
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#include <components/interpreter/opcodes.hpp>
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#include "../mwscript/interpretercontext.hpp"
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#include "../world.hpp"
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namespace MWSound
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{
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namespace Script
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{
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class OpSayDone : public Interpreter::Opcode0
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{
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public:
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virtual void execute (Interpreter::Runtime& runtime)
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{
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MWScript::InterpreterContext& context
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= static_cast<MWScript::InterpreterContext&> (runtime.getContext());
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runtime.push (context.getWorld().getSoundManager().sayDone ("", context));
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}
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};
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class OpGetSoundPlaying : public Interpreter::Opcode0
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{
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public:
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virtual void execute (Interpreter::Runtime& runtime)
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{
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MWScript::InterpreterContext& context
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= static_cast<MWScript::InterpreterContext&> (runtime.getContext());
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int index = runtime[0];
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runtime.pop();
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runtime.push (context.getWorld().getSoundManager().getSoundPlaying (
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"", runtime.getStringLiteral (index), context));
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}
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};
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const int opcodeSay = 0x2000001;
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const int opcodeSayDone = 0x2000002;
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const int opcodeStreamMusic = 0x2000003;
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const int opcodePlaySound = 0x2000004;
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const int opcodePlaySoundVP = 0x2000005;
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const int opcodePlaySound3D = 0x2000006;
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const int opcodePlaySound3DVP = 0x2000007;
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const int opcodeStopSound = 0x2000008;
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const int opcodeGetSoundPlaying = 0x2000009;
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}
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// TODO opcodeSay, opcodeStreamMusic, opcodePlaySound, opcodePlaySoundVP,
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// opcodePlaySound, opcodePlaySound, opcodeStopSound
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void registerExtensions (Compiler::Extensions& extensions)
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{
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extensions.registerFunction ("saydone", 'l', "", Script::opcodeSayDone);
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extensions.registerFunction ("getsoundplaying", 'l', "S", Script::opcodeGetSoundPlaying);
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}
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void installOpcodes (Interpreter::Interpreter& interpreter)
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{
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interpreter.installSegment5 (Script::opcodeSayDone, new Script::OpSayDone);
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interpreter.installSegment5 (Script::opcodeGetSoundPlaying, new Script::OpGetSoundPlaying);
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}
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}
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@ -0,0 +1,24 @@
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#ifndef GAME_SOUND_EXTENSIONS_H
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#define GAME_SOUND_EXTENSIONS_H
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namespace Compiler
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{
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class Extensions;
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}
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namespace Interpreter
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{
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class Interpreter;
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}
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namespace MWSound
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{
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// Script-extensions related to sound
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void registerExtensions (Compiler::Extensions& extensions);
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void installOpcodes (Interpreter::Interpreter& interpreter);
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}
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#endif
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#include "soundmanager.hpp"
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#include <iostream> // TODO remove this line, once the real code is in place.
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#include <components/interpreter/context.hpp>
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namespace MWSound
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{
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void SoundManager::say (const std::string& handle, const std::string& filename,
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const std::string& text, Interpreter::Context& context)
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{
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std::cout << "sound effect: " << handle << " is speaking" << std::endl;
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context.messageBox (text);
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}
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bool SoundManager::sayDone (const std::string& handle, Interpreter::Context& context) const
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{
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return false;
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}
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void SoundManager::streamMusic (const std::string& filename, Interpreter::Context& context)
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{
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std::cout << "sound effect: playing music" << filename << std::endl;
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}
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void SoundManager::playSound (const std::string& soundId, float volume, float pitch,
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Interpreter::Context& context)
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{
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std::cout
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<< "sound effect: playing sound " << soundId
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<< " at volume " << volume << ", at pitch " << pitch
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<< std::endl;
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}
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void SoundManager::playSound3D (const std::string& handle, const std::string& soundId,
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float volume, float pitch, Interpreter::Context& context)
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{
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std::cout
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<< "sound effect: playing sound " << soundId
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<< " from " << handle
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<< " at volume " << volume << ", at pitch " << pitch
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<< std::endl;
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mSounds[handle] = soundId;
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}
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void SoundManager::stopSound3D (const std::string& handle, const std::string& soundId,
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Interpreter::Context& context)
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{
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std::cout
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<< "sound effect : stop playing sound " << soundId
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<< " from " << handle << std::endl;
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mSounds[handle] = "";
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}
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bool SoundManager::getSoundPlaying (const std::string& handle, const std::string& soundId,
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Interpreter::Context& context) const
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{
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std::map<std::string, std::string>::const_iterator iter = mSounds.find (handle);
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if (iter==mSounds.end())
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return false;
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return iter->second==soundId;
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}
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}
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#ifndef GAME_SOUND_SOUNDMANAGER_H
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#define GAME_SOUND_SOUNDMANAGER_H
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#include <string>
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#include <map>
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namespace Interpreter
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{
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class Context;
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}
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namespace MWSound
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{
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// Note to the sound implementor (can be removed once the implementation is complete):
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//
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// - the dummy implementation allows only one sound effect per object at a time. I am
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// not sure, if that is what Morrowind does. Beyond the dummy code in this class the script
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// system does not make any assumption about the number of sound effects.
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//
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// - the handle argument below is the ogre handle. Since we can assume, that all objects
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// that play a sound are in an active cell, they must have a handle. Sound script instructions
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// that reference objects not in an active cell will be taken care of long before the flow
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// of control reached this class.
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//
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// - all text-output (error messages and such) must be directed through the
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// context.messageBox interface.
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//
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// - the -> script syntax is not implemented yet ( script instructions of the type
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// npc_x -> say "file", "text"
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// aren't working)
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class SoundManager
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{
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std::map<std::string, std::string> mSounds; // object, sound (for testing only)
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public:
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void say (const std::string& handle, const std::string& filename,
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const std::string& text, Interpreter::Context& context);
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///< Make an actor say some text.
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/// \param handle Handle as returned from render-subsystem
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/// \param filename name of a sound file in "Sound/Vo/" in the data directory.
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/// \param text Subtitle
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bool sayDone (const std::string& handle, Interpreter::Context& context) const;
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///< Is actor not speaking?
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/// \param handle Handle as returned from render-subsystem
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void streamMusic (const std::string& filename, Interpreter::Context& context);
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///< Play a soundifle
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/// \param filename name of a sound file in "Music/" in the data directory.
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void playSound (const std::string& soundId, float volume, float pitch,
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Interpreter::Context& context);
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///< Play a sound, independently of 3D-position
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void playSound3D (const std::string& handle, const std::string& soundId,
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float volume, float pitch, Interpreter::Context& context);
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///< Play a sound from an object
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/// \param handle Handle as returned from render-subsystem
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void stopSound3D (const std::string& handle, const std::string& soundId,
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Interpreter::Context& context);
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///< Stop the given object from playing the given sound.
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/// \param handle Handle as returned from render-subsystem
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bool getSoundPlaying (const std::string& handle, const std::string& soundId,
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Interpreter::Context& context) const;
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///< Is the given sound currently playing on the given object?
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/// \param handle Handle as returned from render-subsystem
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};
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}
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#endif
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