2001-01-19 03:30:16 +00:00
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/*
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THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
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END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
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ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
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IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
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SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
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FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
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CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
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AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
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COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*/
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#ifndef _PLAYER_H
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#define _PLAYER_H
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#include "inferno.h"
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#include "fix.h"
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#include "vecmat.h"
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#include "weapon.h"
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#define MAX_PLAYERS 8
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#define MAX_MULTI_PLAYERS MAX_PLAYERS+3
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// Initial player stat values
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#define INITIAL_ENERGY i2f(100) //100% energy to start
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#define INITIAL_SHIELDS i2f(100) //100% shields to start
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#define MAX_ENERGY i2f(200) //go up to 200
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#define MAX_SHIELDS i2f(200)
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#define INITIAL_LIVES 3 //start off with 3 lives
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// Values for special flags
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#define PLAYER_FLAGS_INVULNERABLE 1 // Player is invincible
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#define PLAYER_FLAGS_BLUE_KEY 2 // Player has blue key
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#define PLAYER_FLAGS_RED_KEY 4 // Player has red key
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#define PLAYER_FLAGS_GOLD_KEY 8 // Player has gold key
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#define PLAYER_FLAGS_FLAG 16 // Player has his team's flag
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#define PLAYER_FLAGS_UNUSED 32 //
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#define PLAYER_FLAGS_MAP_ALL 64 // Player can see unvisited areas on map
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#define PLAYER_FLAGS_AMMO_RACK 128 // Player has ammo rack
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#define PLAYER_FLAGS_CONVERTER 256 // Player has energy->shield converter
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#define PLAYER_FLAGS_MAP_ALL_CHEAT 512 // Player can see unvisited areas on map normally
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#define PLAYER_FLAGS_QUAD_LASERS 1024 // Player shoots 4 at once
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#define PLAYER_FLAGS_CLOAKED 2048 // Player is cloaked for awhile
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#define PLAYER_FLAGS_AFTERBURNER 4096 // Player's afterburner is engaged
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#define PLAYER_FLAGS_HEADLIGHT 8192 // Player has headlight boost
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#define PLAYER_FLAGS_HEADLIGHT_ON 16384 // is headlight on or off?
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#define AFTERBURNER_MAX_TIME (F1_0*5) // Max time afterburner can be on.
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#define CALLSIGN_LEN 8 //so can use as filename (was: 12)
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// Amount of time player is cloaked.
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#define CLOAK_TIME_MAX (F1_0*30)
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#define INVULNERABLE_TIME_MAX (F1_0*30)
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#define PLAYER_STRUCT_VERSION 17 //increment this every time player struct changes
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//defines for teams
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#define TEAM_BLUE 0
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#define TEAM_RED 1
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//When this structure changes, increment the constant SAVE_FILE_VERSION
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//in playsave.c
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typedef struct player {
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// Who am I data
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char callsign[CALLSIGN_LEN+1]; // The callsign of this player, for net purposes.
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ubyte net_address[6]; // The network address of the player.
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byte connected; // Is the player connected or not?
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int objnum; // What object number this player is. (made an int by mk because it's very often referenced)
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int n_packets_got; // How many packets we got from them
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int n_packets_sent; // How many packets we sent to them
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// -- make sure you're 4 byte aligned now!
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// Game data
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uint flags; // Powerup flags, see below...
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fix energy; // Amount of energy remaining.
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fix shields; // shields remaining (protection)
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ubyte lives; // Lives remaining, 0 = game over.
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byte level; // Current level player is playing. (must be signed for secret levels)
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ubyte laser_level; // Current level of the laser.
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byte starting_level; // What level the player started on.
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short killer_objnum; // Who killed me.... (-1 if no one)
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ushort primary_weapon_flags; // bit set indicates the player has this weapon.
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ushort secondary_weapon_flags; // bit set indicates the player has this weapon.
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ushort primary_ammo[MAX_PRIMARY_WEAPONS]; // How much ammo of each type.
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ushort secondary_ammo[MAX_SECONDARY_WEAPONS]; // How much ammo of each type.
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ushort pad; // Pad because increased weapon_flags from byte to short -YW 3/22/95
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// -- make sure you're 4 byte aligned now
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// Statistics...
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int last_score; // Score at beginning of current level.
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int score; // Current score.
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fix time_level; // Level time played
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fix time_total; // Game time played (high word = seconds)
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fix cloak_time; // Time cloaked
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fix invulnerable_time; // Time invulnerable
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short KillGoalCount; // Num of players killed this level
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short net_killed_total; // Number of times killed total
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short net_kills_total; // Number of net kills total
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short num_kills_level; // Number of kills this level
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short num_kills_total; // Number of kills total
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short num_robots_level; // Number of initial robots this level
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short num_robots_total; // Number of robots total
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ushort hostages_rescued_total; // Total number of hostages rescued.
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ushort hostages_total; // Total number of hostages.
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ubyte hostages_on_board; // Number of hostages on ship.
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ubyte hostages_level; // Number of hostages on this level.
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fix homing_object_dist; // Distance of nearest homing object.
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byte hours_level; // Hours played (since time_total can only go up to 9 hours)
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byte hours_total; // Hours played (since time_total can only go up to 9 hours)
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} __pack__ player;
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#define N_PLAYER_GUNS 8
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typedef struct player_ship {
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int model_num;
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int expl_vclip_num;
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fix mass,drag;
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fix max_thrust,reverse_thrust,brakes; //low_thrust
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fix wiggle;
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fix max_rotthrust;
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vms_vector gun_points[N_PLAYER_GUNS];
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2002-07-26 09:22:39 +00:00
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} player_ship;
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2001-01-19 03:30:16 +00:00
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extern int N_players; // Number of players ( >1 means a net game, eh?)
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extern int Player_num; // The player number who is on the console.
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extern player Players[MAX_PLAYERS+4]; // Misc player info
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extern player_ship *Player_ship;
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//version 16 structure
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typedef struct player16 {
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// Who am I data
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char callsign[8+1]; // The callsign of this player, for net purposes.
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ubyte net_address[6]; // The network address of the player.
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byte connected; // Is the player connected or not?
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int objnum; // What object number this player is. (made an int by mk because it's very often referenced)
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int n_packets_got; // How many packets we got from them
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int n_packets_sent; // How many packets we sent to them
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// -- make sure you're 4 byte aligned now!
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// Game data
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uint flags; // Powerup flags, see below...
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fix energy; // Amount of energy remaining.
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fix shields; // shields remaining (protection)
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ubyte lives; // Lives remaining, 0 = game over.
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byte level; // Current level player is playing. (must be signed for secret levels)
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ubyte laser_level; // Current level of the laser.
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byte starting_level; // What level the player started on.
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short killer_objnum; // Who killed me.... (-1 if no one)
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ubyte primary_weapon_flags; // bit set indicates the player has this weapon.
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ubyte secondary_weapon_flags; // bit set indicates the player has this weapon.
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ushort primary_ammo[5]; // How much ammo of each type.
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ushort secondary_ammo[5]; // How much ammo of each type.
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// -- make sure you're 4 byte aligned now
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// Statistics...
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int last_score; // Score at beginning of current level.
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int score; // Current score.
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fix time_level; // Level time played
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fix time_total; // Game time played (high word = seconds)
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fix cloak_time; // Time cloaked
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fix invulnerable_time; // Time invulnerable
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short net_killed_total; // Number of times killed total
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short net_kills_total; // Number of net kills total
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short num_kills_level; // Number of kills this level
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short num_kills_total; // Number of kills total
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short num_robots_level; // Number of initial robots this level
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short num_robots_total; // Number of robots total
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ushort hostages_rescued_total; // Total number of hostages rescued.
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ushort hostages_total; // Total number of hostages.
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ubyte hostages_on_board; // Number of hostages on ship.
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ubyte hostages_level; // Number of hostages on this level.
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fix homing_object_dist; // Distance of nearest homing object.
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byte hours_level; // Hours played (since time_total can only go up to 9 hours)
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byte hours_total; // Hours played (since time_total can only go up to 9 hours)
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} __pack__ player16;
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2002-07-26 09:22:39 +00:00
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/*
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* reads a player_ship structure from a CFILE
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*/
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void player_ship_read(player_ship *ps, CFILE *fp);
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2001-01-19 03:30:16 +00:00
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#endif
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