TETRIS: Code cleanup
This commit is contained in:
+22
-14
@@ -269,7 +269,6 @@ std::shared_ptr<SDLPP::Scene> prepareOptionsScene(std::shared_ptr<SDLPP::Rendere
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void handleKeyDownMain( SDL_Keycode key, SDLPP::Scene &scene ) {
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switch ( key ) {
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case SDLK_ESCAPE:
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g_pause = PAUSE_PAUSE;
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g_menu_scene->updateSizeAndPosition();
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g_active_scenes.push_back( g_menu_scene );
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g_input_functions.push_back(menuSceneInput);
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@@ -281,7 +280,8 @@ void handleKeyDownMain( SDL_Keycode key, SDLPP::Scene &scene ) {
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g_cur_object->movePiece(-BLOCK_SIZE, 0);
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if(!validPos(scene, g_cur_object))
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g_cur_object->movePiece(BLOCK_SIZE, 0);
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updateShadow(scene);
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else
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updateShadow(scene);
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g_ticks_till_movement = 2*TICKS_TILL_MOVE;
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g_cur_object->startMovement();
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@@ -294,7 +294,8 @@ void handleKeyDownMain( SDL_Keycode key, SDLPP::Scene &scene ) {
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g_cur_object->movePiece(BLOCK_SIZE, 0);
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if(!validPos(scene, g_cur_object))
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g_cur_object->movePiece(-BLOCK_SIZE, 0);
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updateShadow(scene);
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else
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updateShadow(scene);
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g_ticks_till_movement = 2*TICKS_TILL_MOVE;
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g_cur_object->startMovement();
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@@ -304,6 +305,7 @@ void handleKeyDownMain( SDL_Keycode key, SDLPP::Scene &scene ) {
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case SDLK_s:
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if(!g_cur_object)
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break;
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g_ticks_till_descend = 0;
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g_cur_object->startDescend();
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g_cur_object->addMovement(0,1);
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break;
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@@ -321,9 +323,11 @@ void handleKeyDownMain( SDL_Keycode key, SDLPP::Scene &scene ) {
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break;
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g_cur_object->setPos(g_cur_shadow->getPos());
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break;
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#ifdef DEBUG
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case SDLK_r:
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scene.getRenderer().setRenderColiders(
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!scene.getRenderer().getRenderColiders() );
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#endif
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default:
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break;
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}
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@@ -338,7 +342,6 @@ void handleKeyUpMain( SDL_Keycode key ) {
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if(g_cur_object->isDescending()) {
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g_cur_object->stopDescend();
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g_cur_object->addMovement(0,-1);
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g_ticks_till_descend = TICKS_TILL_DESCEND;
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}
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break;
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case SDLK_LEFT:
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@@ -348,8 +351,6 @@ void handleKeyUpMain( SDL_Keycode key ) {
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if(g_cur_object->isMoving()) {
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g_cur_object->stopMovement();
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g_cur_object->addMovement(1,0);
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if(g_cur_object->isMoving())
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g_ticks_till_movement = TICKS_TILL_MOVE;
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}
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break;
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case SDLK_RIGHT:
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@@ -359,8 +360,6 @@ void handleKeyUpMain( SDL_Keycode key ) {
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if(g_cur_object->isMoving()) {
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g_cur_object->stopDescend();
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g_cur_object->addMovement(-1,0);
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if(g_cur_object->isMoving())
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g_ticks_till_movement = TICKS_TILL_MOVE;
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}
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default:
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break;
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@@ -429,15 +428,16 @@ void mainSceneInput( std::shared_ptr< SDLPP::Scene > scene, int base, std::vecto
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void handleKeyDownMenu( SDL_Keycode key ) {
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switch ( key ) {
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case SDLK_ESCAPE: {
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g_pause = 0;
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g_main_scene->setPrevTicks( SDL_GetTicks() );
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g_active_scenes.pop_back();
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g_input_functions.pop_back();
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} break;
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#ifdef DEBUG
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case SDLK_r:
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g_main_scene->getRenderer().setRenderColiders(
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!g_main_scene->getRenderer().getRenderColiders() );
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break;
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#endif
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case SDLK_s:
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case SDLK_DOWN:
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g_menu_options[g_menu_select]->unsetColor();
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@@ -455,15 +455,14 @@ void handleKeyDownMenu( SDL_Keycode key ) {
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g_menu_options[g_menu_select]->setColor( colors["menu_item_background"] );
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break;
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case SDLK_RETURN:
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// TODO maybe define macros for these
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switch ( g_menu_select ) {
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case 0: {
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g_pause = 0;
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g_main_scene->setPrevTicks( SDL_GetTicks() );
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g_active_scenes.pop_back();
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g_input_functions.pop_back();
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} break;
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case 1:
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g_pause = PAUSE_PAUSE;
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g_options_scene->updateSizeAndPosition();
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g_active_scenes.push_back(g_options_scene);
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g_input_functions.push_back(optionsSceneInput);
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@@ -509,10 +508,12 @@ void menuSceneInput( std::shared_ptr< SDLPP::Scene > /*UNUSED*/, int /*UNUSED*/,
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void handleKeyDownGameOver( SDL_Keycode key ) {
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switch ( key ) {
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#ifdef DEBUG
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case SDLK_r:
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g_main_scene->getRenderer().setRenderColiders(
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!g_main_scene->getRenderer().getRenderColiders() );
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break;
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#endif
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case SDLK_s:
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case SDLK_DOWN:
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g_game_over_options[g_game_over_select]->unsetColor();
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@@ -530,6 +531,7 @@ void handleKeyDownGameOver( SDL_Keycode key ) {
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g_game_over_options[g_game_over_select]->setColor( colors["menu_item_background"] );
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break;
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case SDLK_RETURN:
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//TODO maybe define macros for these
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switch ( g_game_over_select ) {
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case 0:
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resetGame();
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@@ -574,18 +576,17 @@ void saveOptions() {
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g_update_colors = true;
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if(g_cur_shadow)
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g_cur_shadow->setHidden(!g_show_shadow);
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g_pause = 0;
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g_main_scene->setPrevTicks( SDL_GetTicks() );
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g_active_scenes.pop_back();
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g_input_functions.pop_back();
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}
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void handleKeyDownOptions( SDL_Keycode key ) {
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switch ( key ) {
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#ifdef DEBUG
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case SDLK_r:
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g_main_scene->getRenderer().setRenderColiders(
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!g_main_scene->getRenderer().getRenderColiders() );
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break;
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#endif
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case SDLK_s:
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case SDLK_DOWN:
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g_options_options[g_options_select]->unsetColor();
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@@ -604,6 +605,7 @@ void handleKeyDownOptions( SDL_Keycode key ) {
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break;
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case SDLK_RIGHT:
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case SDLK_d:
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//TODO define macros
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switch( g_options_select ) {
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case 0:
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selected_color_scheme++;
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@@ -622,6 +624,7 @@ void handleKeyDownOptions( SDL_Keycode key ) {
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break;
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case SDLK_LEFT:
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case SDLK_a:
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//TODO define macros
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switch( g_options_select ) {
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case 0:
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if(selected_color_scheme == 0)
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@@ -639,9 +642,12 @@ void handleKeyDownOptions( SDL_Keycode key ) {
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}
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break;
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case SDLK_RETURN:
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//TODO define macros
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switch ( g_options_select ) {
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case 2:
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saveOptions();
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g_active_scenes.pop_back();
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g_input_functions.pop_back();
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break;
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default:
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break;
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@@ -649,6 +655,8 @@ void handleKeyDownOptions( SDL_Keycode key ) {
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break;
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case SDLK_ESCAPE:
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saveOptions();
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g_active_scenes.pop_back();
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g_input_functions.pop_back();
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default:
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break;
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}
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