mirror of
https://github.com/devZoGok/PlanetFleet.git
synced 2026-08-27 12:03:31 +00:00
205 lines
7.9 KiB
C++
Executable File
205 lines
7.9 KiB
C++
Executable File
#include <algorithm>
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#include <quaternion.h>
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#include <model.h>
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#include <mesh.h>
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#include <material.h>
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#include <texture.h>
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#include "vessel.h"
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#include "util.h"
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#include "vesselData.h"
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#include "shell.h"
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#include "guidedMissile.h"
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#include "projectileData.h"
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using namespace std;
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using namespace vb01;
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namespace battleship{
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using namespace unitData;
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Vessel::Turret::Turret(Unit *vessel, int unitId, int turretId) {
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this->vessel = vessel;
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this->unitId = unitId;
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this->turretId = turretId;
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string fr[]{DEFAULT_TEXTURE};
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Texture *turretDiffTex = new Texture(fr, 1, false);
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GameManager *gm = GameManager::getSingleton();
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Root *root = Root::getSingleton();
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string libPath = root->getLibPath();
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Material *turretMat = new Material(libPath + "texture");
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turretMat->addBoolUniform("texturingEnabled", true);
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turretMat->addBoolUniform("lightingEnabled", false);
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turretMat->addTexUniform("textures[0]", turretDiffTex, true);
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Node *hull = vessel->getNode()->getChild(0);
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node = hull->getChild(turretId);
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node->getMesh(0)->setMaterial(turretMat);
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initNodeRot = node->getOrientation();
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for(int i = 0; i < numberOfMantlets[unitId][turretId]; i++){
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Mantlet mantlet;
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mantlet.mantletNode = node->getChild(i);
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mantlet.mantletNode->getMesh(0)->setMaterial(turretMat);
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mantlet.barrelNode = mantlet.mantletNode->getChild(0);
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mantlet.barrelNode->getMesh(0)->setMaterial(turretMat);
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mantlets.push_back(mantlet);
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}
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/*
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fxNode=smgr->addParticleSystemSceneNode(false);
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emitter=fxNode->createPointEmitter(dirVec,
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10,10,
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SColor(0,255,255,255),
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SColor(0,255,255,255),
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500,500,0,
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dimension2df(5,5),
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dimension2df(10,10));
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fxNode->setEmitter(emitter);
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emitter->drop();
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affector=fxNode->createFadeOutParticleAffector();
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fxNode->addAffector(affector);
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affector->drop();
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fxNode->setParent(turretMantletNodes[0]);
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fxNode->setMaterialFlag(EMF_LIGHTING, false);
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fxNode->setMaterialFlag(EMF_ZWRITE_ENABLE, false);
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fxNode->setMaterialTexture(0, driver->getTexture(PATH+"Textures/Explosions/fire.bmp"));
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fxNode->setMaterialType(EMT_TRANSPARENT_ADD_COLOR);
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fxNode->setVisible(false);
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*/
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maxAngle = unitData::turretMaxAngle[unitId][turretId] / 180 * PI;
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rotationSpeed = unitData::turretRotationSpeed[unitId][turretId] / 180 * PI;
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sfxBuffer = new sf::SoundBuffer();
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if(sfxBuffer->loadFromFile(getExplosionSfxPath().c_str()))
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sfx = new sf::Sound(*sfxBuffer);
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}
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void Vessel::Turret::rotate(double angle) {
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this->angle += angle;
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node->setOrientation(Quaternion(this->angle, Vector3::VEC_J) * initNodeRot);
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}
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void Vessel::Turret::update() {
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/*
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Node *rootNode = Root::getSingleton()->getRootNode();
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Vector3 turretPosition = turret->localToGlobalPosition(Vector3::VEC_ZERO);
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float hullAngle = PI / 180;
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float turretAngle = PI / 180 * angle;
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quaternion rotQuat = rotQuat.fromAngleAxis(hullAngle + turretAngle, vector3df(0, 1, 0));
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quaternion offsetQuat = offsetQuat.fromAngleAxis(PI / 180 * unitData::turretAngleOffset[unitId][turretId], vector3df(0, 1, 0));
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emitter->setDirection(dirVec);
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if(getTime()-lastShotTime>30&&fxNode->isVisible())
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fxNode->setVisible(false);
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*/
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dirVec = node->getGlobalAxis(2), leftVec = node->getGlobalAxis(0);
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}
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void Vessel::Turret::debug() {
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/*
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float length = turretAxisLength[unitId][turretId]*0 + 1;
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IVideoDriver *driver = GameManager::getSingleton()->getDevice()->getVideoDriver();
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driver->setTransform(ETS_WORLD, IdentityMatrix);
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driver->setMaterial(mat);
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driver->draw3DLine(turretPosition, turretPosition + dirVec*length, SColor(255, 0, 0, 255));
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driver->draw3DLine(turretPosition, turretPosition + leftVec*length, SColor(255, 255, 0, 0));
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driver->draw3DLine(turretPosition, turretPosition + upVec*length, SColor(255, 0, 255, 0));
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*/
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}
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Vector3 Vessel::Turret::getInitDir(int dirType){
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Vector3 initDirs[3];
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switch(unitData::initDirs[unitId][turretId]){
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case unitData::FORWARD:
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initDirs[0] = vessel->getLeftVec();
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initDirs[1] = vessel->getUpVec();
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initDirs[2] = vessel->getDirVec();
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break;
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case unitData::BACKWARD:
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initDirs[0] = -vessel->getLeftVec();
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initDirs[1] = vessel->getUpVec();
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initDirs[2] = -vessel->getDirVec();
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break;
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case unitData::LEFT:
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initDirs[0] = -vessel->getDirVec();
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initDirs[1] = vessel->getUpVec();
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initDirs[2] = vessel->getLeftVec();
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break;
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case unitData::RIGHT:
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initDirs[0] = vessel->getDirVec();
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initDirs[1] = vessel->getUpVec();
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initDirs[2] = -vessel->getLeftVec();
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break;
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}
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return initDirs[dirType];
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}
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void Vessel::Turret::fire() {
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/*
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fxNode->setVisible(true);
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quaternion rotQuat = rotQuat.fromAngleAxis(barrelAngle / 180 * PI, leftVec);
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int barId = 0;
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vector3df startPos = vessel->getPos() + vessel->getLeftVec() * turretNode->getPosition().X + vessel->getUpVec() * turretNode->getPosition().Y - vessel->getDirVec() * turretNode->getPosition().Z;
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startPos += rotQuat * (leftVec * turretMantletNodes[barId]->getPosition().X + upVec * turretMantletNodes[barId]->getPosition().Y + dirVec * turretMantletNodes[barId]->getPosition().Z);
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startPos += rotQuat * (leftVec * turretBarrelNodes[barId]->getPosition().X + upVec * turretBarrelNodes[barId]->getPosition().Y + dirVec * turretBarrelNodes[barId]->getPosition().Z);
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startPos += rotQuat * (leftVec * projectileData::pos[unitId][0][turretId].X + upVec * projectileData::pos[unitId][0][turretId].Y + dirVec * projectileData::pos[unitId][0][turretId].Z);
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vessel->addProjectile(new Shell(vessel, startPos, rotQuat*dirVec, rotQuat*leftVec, rotQuat*upVec, unitId, 0, turretId));
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*/
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if(sfx)
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sfx->play();
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lastShotTime = getTime();
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}
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Vessel::Vessel(Player *player, Vector3 pos, int id) : Unit(player, pos, id) {
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for (int i = 0; i < numberOfTurrets[id]; i++)
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turrets.push_back(new Turret(this, id, i));
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}
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void Vessel::update() {
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Unit::update();
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for (Turret *t : turrets) {
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t->update();
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if ((!orders.empty() && orders[0].type != Order::TYPE::ATTACK) || orders.empty()) {
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float rotAngle = abs(t->getAngle()) < t->getRotationSpeed() ? abs(t->getAngle()) : t->getRotationSpeed();
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t->rotate(t->getAngle() > 0 ? -rotAngle : rotAngle);
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}
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}
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}
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void Vessel::attack(Order order) {
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Vector3 target = *order.targets[0].pos;
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for (Turret *t : turrets) {
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Vector3 turrPos = t->getNode()->localToGlobalPosition(Vector3::VEC_ZERO);
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Vector3 targDir = (target - turrPos);
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targDir.y = 0;
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targDir = targDir.norm();
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bool right = (t->getLeftVec().getAngleBetween(targDir) > PI / 2);
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float angle = t->getInitDir(0).getAngleBetween(targDir);
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float rotAngle = (t->getRotationSpeed() > angle ? angle : t->getRotationSpeed() * (right ? -1 : 1));
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if (fabs(t->getAngle() + rotAngle) <= fabs(t->getMaxAngle())) {
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t->rotate(rotAngle);
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if (t->canFire())
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t->fire();
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}
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}
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}
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void Vessel::debug() {
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for (Turret *t : turrets)
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t->debug();
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}
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}
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