forked from BilalY/Rasagar
206 lines
8.3 KiB
C#
206 lines
8.3 KiB
C#
using System;
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using System.ComponentModel;
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using UnityEngine.InputSystem.Layouts;
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using UnityEngine.InputSystem.Utilities;
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#if UNITY_EDITOR
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using UnityEditor;
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using UnityEngine.InputSystem.Editor;
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using UnityEngine.UIElements;
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#endif
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namespace UnityEngine.InputSystem.Composites
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{
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/// <summary>
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/// A 3D vector formed from six floating-point inputs.
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/// </summary>
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/// <remarks>
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/// Depending on the setting of <see cref="mode"/>, the vector is either in the [-1..1]
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/// range on each axis (normalized or not depending on <see cref="mode"/>) or is in the
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/// full value range of the input controls.
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///
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/// <example>
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/// <code>
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/// action.AddCompositeBinding("3DVector")
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/// .With("Forward", "<Keyboard>/w")
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/// .With("Backward", "<Keyboard>/s")
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/// .With("Left", "<Keyboard>/a")
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/// .With("Right", "<Keyboard>/d")
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/// .With("Up", "<Keyboard>/q")
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/// .With("Down", "<Keyboard>/e");
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/// </code>
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/// </example>
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/// </remarks>
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/// <seealso cref="Vector2Composite"/>
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[DisplayStringFormat("{up}+{down}/{left}+{right}/{forward}+{backward}")]
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[DisplayName("Up/Down/Left/Right/Forward/Backward Composite")]
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public class Vector3Composite : InputBindingComposite<Vector3>
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{
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/// <summary>
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/// Binding for the button that represents the up (that is, <c>(0,1,0)</c>) direction of the vector.
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/// </summary>
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/// <remarks>
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/// This property is automatically assigned by the input system.
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/// </remarks>
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// ReSharper disable once MemberCanBePrivate.Global
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// ReSharper disable once FieldCanBeMadeReadOnly.Global
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[InputControl(layout = "Axis")] public int up;
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/// <summary>
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/// Binding for the button that represents the down (that is, <c>(0,-1,0)</c>) direction of the vector.
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/// </summary>
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/// <remarks>
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/// This property is automatically assigned by the input system.
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/// </remarks>
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// ReSharper disable once MemberCanBePrivate.Global
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// ReSharper disable once FieldCanBeMadeReadOnly.Global
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[InputControl(layout = "Axis")] public int down;
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/// <summary>
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/// Binding for the button that represents the left (that is, <c>(-1,0,0)</c>) direction of the vector.
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/// </summary>
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/// <remarks>
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/// This property is automatically assigned by the input system.
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/// </remarks>
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// ReSharper disable once MemberCanBePrivate.Global
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// ReSharper disable once FieldCanBeMadeReadOnly.Global
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[InputControl(layout = "Axis")] public int left;
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/// <summary>
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/// Binding for the button that represents the right (that is, <c>(1,0,0)</c>) direction of the vector.
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/// </summary>
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/// <remarks>
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/// This property is automatically assigned by the input system.
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/// </remarks>
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// ReSharper disable once MemberCanBePrivate.Global
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// ReSharper disable once FieldCanBeMadeReadOnly.Global
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[InputControl(layout = "Axis")] public int right;
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/// <summary>
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/// Binding for the button that represents the right (that is, <c>(0,0,1)</c>) direction of the vector.
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/// </summary>
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/// <remarks>
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/// This property is automatically assigned by the input system.
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/// </remarks>
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// ReSharper disable once MemberCanBePrivate.Global
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// ReSharper disable once FieldCanBeMadeReadOnly.Global
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[InputControl(layout = "Axis")] public int forward;
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/// <summary>
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/// Binding for the button that represents the right (that is, <c>(0,0,-1)</c>) direction of the vector.
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/// </summary>
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/// <remarks>
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/// This property is automatically assigned by the input system.
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/// </remarks>
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// ReSharper disable once MemberCanBePrivate.Global
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// ReSharper disable once FieldCanBeMadeReadOnly.Global
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[InputControl(layout = "Axis")] public int backward;
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/// <summary>
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/// How to synthesize a <c>Vector3</c> from the values read from <see cref="up"/>, <see cref="down"/>,
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/// <see cref="left"/>, <see cref="right"/>, <see cref="forward"/>, and <see cref="backward"/>.
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/// </summary>
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/// <value>Determines how X, Y, and Z of the resulting <c>Vector3</c> are formed from input values.</value>
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public Mode mode = Mode.Analog;
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/// <inheritdoc/>
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public override Vector3 ReadValue(ref InputBindingCompositeContext context)
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{
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if (mode == Mode.Analog)
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{
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var upValue = context.ReadValue<float>(up);
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var downValue = context.ReadValue<float>(down);
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var leftValue = context.ReadValue<float>(left);
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var rightValue = context.ReadValue<float>(right);
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var forwardValue = context.ReadValue<float>(forward);
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var backwardValue = context.ReadValue<float>(backward);
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return new Vector3(rightValue - leftValue, upValue - downValue, forwardValue - backwardValue);
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}
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else
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{
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var upValue = context.ReadValueAsButton(up) ? 1f : 0f;
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var downValue = context.ReadValueAsButton(down) ? -1f : 0f;
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var leftValue = context.ReadValueAsButton(left) ? -1f : 0f;
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var rightValue = context.ReadValueAsButton(right) ? 1f : 0f;
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var forwardValue = context.ReadValueAsButton(forward) ? 1f : 0f;
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var backwardValue = context.ReadValueAsButton(backward) ? -1f : 0f;
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var vector = new Vector3(leftValue + rightValue, upValue + downValue, forwardValue + backwardValue);
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if (mode == Mode.DigitalNormalized)
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vector = vector.normalized;
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return vector;
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}
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}
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/// <inheritdoc />
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public override float EvaluateMagnitude(ref InputBindingCompositeContext context)
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{
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var value = ReadValue(ref context);
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return value.magnitude;
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}
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/// <summary>
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/// Determines how a <c>Vector3</c> is synthesized from part controls.
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/// </summary>
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public enum Mode
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{
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/// <summary>
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/// Part controls are treated as analog meaning that the floating-point values read from controls
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/// will come through as is (minus the fact that the down and left direction values are negated).
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/// </summary>
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Analog,
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/// <summary>
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/// Part controls are treated as buttons (on/off) and the resulting vector is normalized. This means
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/// that if, for example, both left and up are pressed, instead of returning a vector (-1,1,0), a vector
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/// of roughly (-0.7,0.7,0) (that is, corresponding to <c>new Vector3(-1,1,0).normalized</c>) is returned instead.
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/// </summary>
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DigitalNormalized,
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/// <summary>
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/// Part controls are treated as buttons (on/off) and the resulting vector is not normalized. This means
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/// that if both left and up are pressed, for example, the resulting vector is (-1,1,0) and has a length
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/// greater than 1.
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/// </summary>
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Digital,
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}
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}
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#if UNITY_EDITOR
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internal class Vector3CompositeEditor : InputParameterEditor<Vector3Composite>
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{
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private GUIContent m_ModeLabel = new GUIContent("Mode",
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"How to synthesize a Vector3 from the inputs. Digital "
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+ "treats part bindings as buttons (on/off) whereas Analog preserves "
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+ "floating-point magnitudes as read from controls.");
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public override void OnGUI()
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{
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target.mode = (Vector3Composite.Mode)EditorGUILayout.EnumPopup(m_ModeLabel, target.mode);
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}
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#if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
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public override void OnDrawVisualElements(VisualElement root, Action onChangedCallback)
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{
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var modeField = new EnumField(m_ModeLabel.text, target.mode)
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{
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tooltip = m_ModeLabel.tooltip
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};
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modeField.RegisterValueChangedCallback(evt =>
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{
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target.mode = (Vector3Composite.Mode)evt.newValue;
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onChangedCallback();
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});
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root.Add(modeField);
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}
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#endif
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}
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#endif
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}
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