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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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#include "HeadSpin.h"
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#include "plDynaRippleVSMgr.h"
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#include "plDynaDecal.h"
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#include "plPrintShape.h"
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#include "plCutter.h"
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#include "plgDispatch.h"
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#include "hsStream.h"
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#include "hsResMgr.h"
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#include "hsTimer.h"
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#include "plWaveSetBase.h"
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#include "plRipVSConsts.h"
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#include "plSurface/hsGMaterial.h"
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#include "plSurface/plLayerInterface.h"
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#include "plMessage/plDynaDecalEnableMsg.h"
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#include "plMessage/plRippleShapeMsg.h"
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#include "plMessage/plAvatarMsg.h"
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#include "plAvatar/plAvBrainHuman.h"
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#include "plAvatar/plArmatureMod.h"
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#include "pnEncryption/plRandom.h"
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static plRandom sRand;
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#include "plTweak.h"
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int plDynaRippleVSMgr::INewDecal()
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{
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int idx = fDecals.GetCount();
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plDynaRippleVS* rip = new plDynaRippleVS();
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rip->fC1U = fInitUVW.fX;
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rip->fC2U = (fInitUVW.fX - fFinalUVW.fX) / (fLifeSpan * fFinalUVW.fX);
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rip->fC1V = fInitUVW.fY;
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rip->fC2V = (fInitUVW.fY - fFinalUVW.fY) / (fLifeSpan * fFinalUVW.fY);
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fDecals.Append(rip);
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return idx;
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}
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plDynaRippleVSMgr::plDynaRippleVSMgr()
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: fWaveSetBase(nil)
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{
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}
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plDynaRippleVSMgr::~plDynaRippleVSMgr()
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{
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}
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void plDynaRippleVSMgr::Read(hsStream* stream, hsResMgr* mgr)
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{
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plDynaRippleMgr::Read(stream, mgr);
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mgr->ReadKeyNotifyMe(stream, new plGenRefMsg(GetKey(), plRefMsg::kOnCreate, 0, kRefWaveSetBase), plRefFlags::kPassiveRef);
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}
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void plDynaRippleVSMgr::Write(hsStream* stream, hsResMgr* mgr)
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{
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plDynaRippleMgr::Write(stream, mgr);
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mgr->WriteKey(stream, fWaveSetBase);
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}
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bool plDynaRippleVSMgr::MsgReceive(plMessage* msg)
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{
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bool retVal = plDynaRippleMgr::MsgReceive(msg);
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if( retVal )
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return true;
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plGenRefMsg* refMsg = plGenRefMsg::ConvertNoRef(msg);
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if( refMsg )
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{
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switch( refMsg->fType )
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{
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case kRefWaveSetBase:
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if( refMsg->GetContext() & (plRefMsg::kOnCreate|plRefMsg::kOnRequest|plRefMsg::kOnReplace) )
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fWaveSetBase = plWaveSetBase::ConvertNoRef(refMsg->GetRef());
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else
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fWaveSetBase = nil;
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return true;
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}
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}
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return false;
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}
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bool plDynaRippleVSMgr::ICheckRTMat()
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{
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if( !fMatRTShade )
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return false;
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if( !fWaveSetBase )
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return false;
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if( fMatRTShade->GetLayer(0)->GetVertexShader() )
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return true;
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plRipVSConsts ripConsts;
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ripConsts.fC1U = fInitUVW.fX;
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ripConsts.fC2U = (fInitUVW.fX - fFinalUVW.fX) / (fLifeSpan * fFinalUVW.fX);
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ripConsts.fC1V = fInitUVW.fY;
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ripConsts.fC2V = (fInitUVW.fY - fFinalUVW.fY) / (fLifeSpan * fFinalUVW.fY);
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ripConsts.fInitAtten = fInitAtten;
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ripConsts.fLife = fLifeSpan;
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ripConsts.fDecay = fDecayStart;
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ripConsts.fRamp = fRampEnd;
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return fWaveSetBase->SetupRippleMat(fMatRTShade, ripConsts);
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}
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bool plDynaRippleVSMgr::IRippleFromShape(const plPrintShape* shape, bool force)
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{
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if( !ICheckRTMat() )
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return false;
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if( !shape )
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return false;
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bool retVal = false;
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plDynaDecalInfo& info = IGetDecalInfo(uintptr_t(shape), shape->GetKey());
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const hsMatrix44& shapeL2W = shape->GetOwner()->GetLocalToWorld();
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plConst(float) kMinDist(2.0f);
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plConst(float) kMinTime(1.5f);
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double t = hsTimer::GetSysSeconds();
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float dt = float(t - info.fLastTime) * sRand.RandZeroToOne();
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bool longEnough = (dt >= kMinTime);
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hsPoint3 xlate = shapeL2W.GetTranslate();
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bool farEnough = (hsVector3(&info.fLastPos, &xlate).Magnitude() > kMinDist);
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if( force || longEnough || farEnough )
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{
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hsPoint3 pos = shapeL2W.GetTranslate();
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// We'll perturb the position a little so it doesn't look quite so regular,
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// but we perturb it more if we're just standing still
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hsVector3 randPert(sRand.RandMinusOneToOne(), sRand.RandMinusOneToOne(), 0);
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randPert.Normalize();
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if( !farEnough )
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{
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plConst(float) kRandPert = 0.5f;
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randPert *= kRandPert;
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}
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else
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{
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plConst(float) kRandPert = 0.15f;
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randPert *= kRandPert;
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}
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pos += randPert;
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// Are we potentially touching the water?
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float waterHeight = fWaveSetBase->GetHeight();
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if( (pos.fZ - fScale.fZ * shape->GetHeight() < waterHeight)
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&&(pos.fZ + fScale.fZ * shape->GetHeight() > waterHeight) )
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{
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hsVector3 dir(fWaveSetBase->GetWindDir());
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hsVector3 up(0.f, 0.f, 1.f);
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float wid = std::max(shape->GetWidth(), shape->GetLength());
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plConst(float) kMaxWaterDepth(1000.f);
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hsVector3 size(wid * fScale.fX, wid * fScale.fY, kMaxWaterDepth);
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fCutter->SetLength(size);
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fCutter->Set(pos, dir, up);
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bool hit = ICutoutTargets(t);
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if( hit )
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{
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info.fLastTime = t;
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info.fLastPos = shapeL2W.GetTranslate();
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retVal = true;
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}
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else
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{
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retVal = false; // No-effect else just for break points.
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}
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}
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}
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return retVal;
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}
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