mirror of
https://github.com/alliedmodders/hl2sdk.git
synced 2024-12-23 01:59:43 +08:00
256 lines
5.3 KiB
C++
256 lines
5.3 KiB
C++
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Implements a moving target that moves along a path of path_tracks
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// and can be shot and killed. When the target it killed it fires an
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// OnDeath output.
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//
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// m_flSpeed is the travel speed
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// m_iHealth is current health
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// m_iMaxHealth is the amount to reset to each time it starts
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "entityoutput.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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#define FGUNTARGET_START_ON 0x0001
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class CGunTarget : public CBaseToggle
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{
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DECLARE_CLASS( CGunTarget, CBaseToggle );
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public:
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virtual void Spawn( void );
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virtual void Activate( void );
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bool CreateVPhysics( void );
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virtual int BloodColor( void ) { return DONT_BLEED; }
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#if defined( HL2_DLL )
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virtual Class_T Classify( void ) { return CLASS_MILITARY; }
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#elif defined( HL1_DLL )
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virtual Class_T Classify( void ) { return CLASS_MACHINE; }
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#else
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virtual Class_T Classify( void ) { return CLASS_NONE; }
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#endif
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virtual int OnTakeDamage( const CTakeDamageInfo &info );
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virtual Vector BodyTarget( const Vector &posSrc, bool bNoisy = true ) { return GetAbsOrigin(); }
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// Input handlers
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void InputStart( inputdata_t &inputdata );
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void InputStop( inputdata_t &inputdata );
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void InputToggle( inputdata_t &inputdata );
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DECLARE_DATADESC();
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protected:
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void Next( void );
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void Start( void );
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void Wait( void );
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void Stop( void );
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private:
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bool m_on;
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EHANDLE m_hTargetEnt;
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// Outputs
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COutputEvent m_OnDeath;
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};
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LINK_ENTITY_TO_CLASS( func_guntarget, CGunTarget );
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BEGIN_DATADESC( CGunTarget )
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DEFINE_FIELD( m_on, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_hTargetEnt, FIELD_EHANDLE ),
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// Function Pointers
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DEFINE_FUNCTION( Next ),
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DEFINE_FUNCTION( Start ),
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DEFINE_FUNCTION( Wait ),
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// Inputs
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DEFINE_INPUTFUNC( FIELD_VOID, "Start", InputStart ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Stop", InputStop ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Toggle", InputToggle ),
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// Outputs
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DEFINE_OUTPUT(m_OnDeath, "OnDeath"),
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END_DATADESC()
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void CGunTarget::Spawn( void )
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{
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SetSolid( SOLID_BSP );
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SetMoveType( MOVETYPE_PUSH );
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SetModel( STRING( GetModelName() ) );
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if ( m_flSpeed == 0 )
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m_flSpeed = 100;
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// Don't take damage until "on"
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m_takedamage = DAMAGE_NO;
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AddFlag( FL_NPC );
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m_on = false;
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m_iMaxHealth = m_iHealth;
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if ( HasSpawnFlags(FGUNTARGET_START_ON) )
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{
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SetMoveDone( &CGunTarget::Start );
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SetMoveDoneTime( 0.3 );
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}
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CreateVPhysics();
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}
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bool CGunTarget::CreateVPhysics( void )
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{
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VPhysicsInitShadow( false, false );
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return true;
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}
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void CGunTarget::Activate( void )
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{
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BaseClass::Activate();
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CBaseEntity *pTarg;
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// now find our next target
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pTarg = GetNextTarget();
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if ( pTarg )
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{
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m_hTargetEnt = pTarg;
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Vector nextPos = pTarg->GetAbsOrigin();
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Teleport( &nextPos, NULL, NULL );
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}
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}
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void CGunTarget::Start( void )
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{
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m_takedamage = DAMAGE_YES;
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AddFlag( FL_AIMTARGET );
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m_hTargetEnt = GetNextTarget();
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if ( m_hTargetEnt == NULL )
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return;
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m_iHealth = m_iMaxHealth;
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Next();
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}
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void CGunTarget::Next( void )
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{
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SetThink( NULL );
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m_hTargetEnt = GetNextTarget();
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CBaseEntity *pTarget = m_hTargetEnt;
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if ( !pTarget )
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{
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Stop();
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return;
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}
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SetMoveDone( &CGunTarget::Wait );
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LinearMove( pTarget->GetLocalOrigin(), m_flSpeed );
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}
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void CGunTarget::Wait( void )
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{
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CBaseEntity *pTarget = m_hTargetEnt;
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if ( !pTarget )
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{
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Stop();
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return;
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}
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variant_t emptyVariant;
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pTarget->AcceptInput( "InPass", this, this, emptyVariant, 0 );
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m_flWait = pTarget->GetDelay();
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m_target = pTarget->m_target;
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SetMoveDone( &CGunTarget::Next );
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if (m_flWait != 0)
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{// -1 wait will wait forever!
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SetMoveDoneTime( m_flWait );
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}
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else
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{
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Next();// do it RIGHT now!
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}
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}
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void CGunTarget::Stop( void )
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{
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SetAbsVelocity( vec3_origin );
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SetMoveDoneTime( -1 );
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m_takedamage = DAMAGE_NO;
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}
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int CGunTarget::OnTakeDamage( const CTakeDamageInfo &info )
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{
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if ( m_iHealth > 0 )
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{
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m_iHealth -= info.GetDamage();
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if ( m_iHealth <= 0 )
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{
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m_iHealth = 0;
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Stop();
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m_OnDeath.FireOutput( info.GetInflictor(), this );
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}
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}
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return 0;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Input handler that starts the target moving.
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//-----------------------------------------------------------------------------
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void CGunTarget::InputStart( inputdata_t &inputdata )
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{
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Start();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Input handler that stops the target from moving.
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//-----------------------------------------------------------------------------
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void CGunTarget::InputStop( inputdata_t &inputdata )
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{
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Stop();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Input handler that toggles the start/stop state of the target.
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//-----------------------------------------------------------------------------
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void CGunTarget::InputToggle( inputdata_t &inputdata )
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{
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if ( m_on )
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{
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Stop();
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}
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else
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{
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Start();
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}
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}
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