Remove unused file+line from get_seg_masks
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@ -127,10 +127,10 @@ int get_num_faces(const side *sidep);
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//returns 3 different bitmasks with info telling if this sphere is in
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//this segment. See segmasks structure for info on fields
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segmasks get_seg_masks(const vms_vector &checkp, vcsegptridx_t segnum, fix rad, const char *calling_file, int calling_linenum);
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segmasks get_seg_masks(const vms_vector &checkp, vcsegptridx_t segnum, fix rad);
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//this macro returns true if the segnum for an object is correct
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#define check_obj_seg(obj) (get_seg_masks((obj)->pos, (obj)->segnum, 0, __FILE__, __LINE__).centermask == 0)
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#define check_obj_seg(obj) (get_seg_masks((obj)->pos, (obj)->segnum, 0).centermask == 0)
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//Tries to find a segment for a point, in the following way:
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// 1. Check the given segment
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@ -453,7 +453,7 @@ static int move_object_within_mine(const vobjptridx_t obj, const vms_vector &new
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range_for (const auto segnum, highest_valid(Segments))
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{
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const auto segp = vsegptridx(segnum);
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segmasks result = get_seg_masks(obj->pos, segp, 0, __FILE__, __LINE__);
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segmasks result = get_seg_masks(obj->pos, segp, 0);
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if (result.centermask == 0) {
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int fate;
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@ -488,7 +488,7 @@ static int move_object_within_mine(const vobjptridx_t obj, const vms_vector &new
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// Return 0 if object is in expected segment, else return 1
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static int verify_object_seg(const vobjptridx_t objp, const vms_vector &newpos)
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{
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segmasks result = get_seg_masks(newpos, objp->segnum, objp->size, __FILE__, __LINE__);
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segmasks result = get_seg_masks(newpos, objp->segnum, objp->size);
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if (result.facemask == 0)
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return 0;
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else
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@ -752,7 +752,7 @@ int ObjectIncreaseHeadingBig() {return rotate_object(Cur_object_index, 0, 0, (RO
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static void move_object_to_position(const vobjptridx_t objp, const vms_vector &newpos)
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{
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segmasks result = get_seg_masks(newpos, objp->segnum, objp->size, __FILE__, __LINE__);
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segmasks result = get_seg_masks(newpos, objp->segnum, objp->size);
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if (result.facemask == 0) {
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objp->pos = newpos;
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@ -111,7 +111,7 @@ int SaveGameData()
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Perm_player_segnum = segment_none;
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if (Perm_player_segnum!=segment_none) {
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if (get_seg_masks(Perm_player_position, Perm_player_segnum, 0, __FILE__, __LINE__).centermask == 0)
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if (get_seg_masks(Perm_player_position, Perm_player_segnum, 0).centermask == 0)
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{
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ConsoleObject->pos = Perm_player_position;
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obj_relink(ConsoleObject-Objects,Perm_player_segnum);
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@ -657,7 +657,7 @@ int find_vector_intersection(const fvi_query &fq, fvi_info &hit_data)
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}
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// Viewer is not in segment as claimed, so say there is no hit.
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if(!(get_seg_masks(*fq.p0, fq.startseg, 0, __FILE__, __LINE__).centermask == 0))
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if(!(get_seg_masks(*fq.p0, fq.startseg, 0).centermask == 0))
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{
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hit_data.hit_type = HIT_BAD_P0;
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@ -678,14 +678,14 @@ int find_vector_intersection(const fvi_query &fq, fvi_info &hit_data)
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hit_type = fvi_sub(hit_pnt,hit_seg2,*fq.p0,fq.startseg,*fq.p1,fq.rad,fq.thisobjnum,fq.ignore_obj_list,fq.flags,hit_data.seglist,segment_exit,visited);
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segnum_t hit_seg;
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if (hit_seg2 != segment_none && !get_seg_masks(hit_pnt, hit_seg2, 0, __FILE__, __LINE__).centermask)
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if (hit_seg2 != segment_none && !get_seg_masks(hit_pnt, hit_seg2, 0).centermask)
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hit_seg = hit_seg2;
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else
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hit_seg = find_point_seg(hit_pnt,fq.startseg);
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//MATT: TAKE OUT THIS HACK AND FIX THE BUGS!
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if (hit_type == HIT_WALL && hit_seg==segment_none)
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if (fvi_hit_seg2 != segment_none && get_seg_masks(hit_pnt, fvi_hit_seg2, 0, __FILE__, __LINE__).centermask == 0)
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if (fvi_hit_seg2 != segment_none && get_seg_masks(hit_pnt, fvi_hit_seg2, 0).centermask == 0)
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hit_seg = fvi_hit_seg2;
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if (hit_seg == segment_none) {
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@ -865,9 +865,9 @@ static int fvi_sub(vms_vector &intp,segnum_t &ints,const vms_vector &p0,const vc
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//now, check segment walls
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startmask = get_seg_masks(p0, startseg, rad, __FILE__, __LINE__).facemask;
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startmask = get_seg_masks(p0, startseg, rad).facemask;
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masks = get_seg_masks(p1, startseg, rad, __FILE__, __LINE__); //on back of which faces?
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masks = get_seg_masks(p1, startseg, rad); //on back of which faces?
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endmask = masks.facemask;
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//@@sidemask = masks.sidemask;
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centermask = masks.centermask;
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@ -999,7 +999,7 @@ static int fvi_sub(vms_vector &intp,segnum_t &ints,const vms_vector &p0,const vc
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wall_norm = seg->sides[side].normals[face];
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if (get_seg_masks(hit_point, startseg, rad, __FILE__, __LINE__).centermask == 0)
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if (get_seg_masks(hit_point, startseg, rad).centermask == 0)
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hit_seg = startseg; //hit in this segment
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else
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fvi_hit_seg2 = startseg;
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@ -1200,7 +1200,7 @@ static int sphere_intersects_wall(const vms_vector &pnt, const vcsegptridx_t seg
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visited[segnum] = true;
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++visited.count;
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facemask = get_seg_masks(pnt, segnum, rad, __FILE__, __LINE__).facemask;
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facemask = get_seg_masks(pnt, segnum, rad).facemask;
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const auto &seg = segnum;
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@ -272,7 +272,7 @@ uint_fast32_t create_abs_vertex_lists(vertex_array_list_t &vertices, const vcseg
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//returns 3 different bitmasks with info telling if this sphere is in
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//this segment. See segmasks structure for info on fields
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segmasks get_seg_masks(const vms_vector &checkp, const vcsegptridx_t segnum, fix rad, const char *calling_file, int calling_linenum)
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segmasks get_seg_masks(const vms_vector &checkp, const vcsegptridx_t segnum, fix rad)
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{
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int sn,facebit,sidebit;
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segmasks masks;
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@ -653,7 +653,7 @@ segptridx_t find_point_seg(const vms_vector &p,const segptridx_t segnum)
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range_for (const auto newseg, highest_valid(Segments))
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{
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const auto segp = vsegptridx(newseg);
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if (get_seg_masks(p, segp, 0, __FILE__, __LINE__).centermask == 0)
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if (get_seg_masks(p, segp, 0).centermask == 0)
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return segp;
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}
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@ -1066,7 +1066,7 @@ objptridx_t obj_create(object_type_t type, ubyte id,vsegptridx_t segnum,const vm
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if (type==OBJ_DEBRIS && Debris_object_count>=Max_debris_objects && !PERSISTENT_DEBRIS)
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return object_none;
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if (get_seg_masks(pos, segnum, 0, __FILE__, __LINE__).centermask != 0)
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if (get_seg_masks(pos, segnum, 0).centermask != 0)
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{
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auto p = find_point_seg(pos,segnum);
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if (p == segment_none) {
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@ -1726,7 +1726,7 @@ static void object_move_one(const vobjptridx_t obj)
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int sidemask,under_lavafall=0;
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static int lavafall_hiss_playing[MAX_PLAYERS]={0};
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sidemask = get_seg_masks(obj->pos, obj->segnum, obj->size, __FILE__, __LINE__).sidemask;
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sidemask = get_seg_masks(obj->pos, obj->segnum, obj->size).sidemask;
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if (sidemask) {
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int sidenum,bit,wall_num;
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@ -356,7 +356,7 @@ void do_physics_sim(const vobjptridx_t obj)
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#ifdef EXTRA_DEBUG
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//check for correct object segment
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if(!get_seg_masks(obj->pos, obj->segnum, 0, __FILE__, __LINE__).centermask == 0)
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if(!get_seg_masks(obj->pos, obj->segnum, 0).centermask == 0)
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{
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if (!update_object_seg(obj)) {
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if (!(Game_mode & GM_MULTI))
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@ -494,7 +494,7 @@ void do_physics_sim(const vobjptridx_t obj)
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obj_relink(obj, iseg );
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//if start point not in segment, move object to center of segment
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if (get_seg_masks(obj->pos, obj->segnum, 0, __FILE__, __LINE__).centermask !=0 )
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if (get_seg_masks(obj->pos, obj->segnum, 0).centermask !=0 )
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{
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segnum_t n;
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@ -769,7 +769,7 @@ void do_physics_sim(const vobjptridx_t obj)
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//--WE ALWYS WANT THIS IN, MATT AND MIKE DECISION ON 12/10/94, TWO MONTHS AFTER FINAL #ifndef NDEBUG
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//if end point not in segment, move object to last pos, or segment center
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if (get_seg_masks(obj->pos, obj->segnum, 0, __FILE__, __LINE__).centermask != 0)
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if (get_seg_masks(obj->pos, obj->segnum, 0).centermask != 0)
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{
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if (find_object_seg(obj)==segment_none) {
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segnum_t n;
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@ -1154,7 +1154,7 @@ static void build_object_lists(render_state_t &rstate)
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#if defined(DXX_BUILD_DESCENT_I)
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did_migrate = 0;
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#endif
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m = get_seg_masks(obj->pos, new_segnum, obj->size, __FILE__, __LINE__);
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m = get_seg_masks(obj->pos, new_segnum, obj->size);
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if (m.sidemask) {
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int sn,sf;
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@ -636,7 +636,7 @@ static int check_poke(objnum_t objnum,segnum_t segnum,int side)
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//note: don't let objects with zero size block door
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if (obj->size && get_seg_masks(obj->pos, segnum, obj->size, __FILE__, __LINE__).sidemask & (1 << side))
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if (obj->size && get_seg_masks(obj->pos, segnum, obj->size).sidemask & (1 << side))
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return 1; //pokes through side!
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else
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return 0; //does not!
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