414 lines
14 KiB
C
414 lines
14 KiB
C
#include "core.h"
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#include "handmade.h"
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#include "sdl_handmade.h"
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#include "handmade_intrinsics.h"
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#include <string.h> /* memset */
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static void GameOutputSound(game_state *GameState,
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game_sound_output_buffer *SoundBuffer,
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S32 ToneHz)
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{
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/*
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S16 ToneVolume, *SampleOut;
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S32 WavePeriod, SampleIndex;
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ToneVolume = 0;
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WavePeriod = SoundBuffer->SamplesPerSecond / ToneHz;
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SampleOut = SoundBuffer->Samples;
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for(SampleIndex = 0;
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SampleIndex < SoundBuffer->SampleCount;
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SampleIndex++)
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{
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F32 SineValue;
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S16 SampleValue;
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SineValue = sinf(GameState->tSine);
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SampleValue = (S16)(SineValue * ToneVolume);
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*SampleOut++ = SampleValue;
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*SampleOut++ = SampleValue;
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GameState->tSine += 2.0f * (F32)PI * 1.0f / (F32)WavePeriod;
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if(GameState->tSine > 2.0f*(F32)PI) {
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GameState->tSine -= 2.0f*(F32)PI;
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}
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}
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*/
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}
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static void ClearBackground(game_offscreen_buffer *Buffer)
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{
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S32 Width, Height, X;
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Width = Buffer->Width;
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Height = Buffer->Height;
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for(X = 0; X < Width * Height; X++) {
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U32 *Pixel = &((U32 *)Buffer->Memory)[X];
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*Pixel = 0xFFFFFF;
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}
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}
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static void DrawRectangle(game_offscreen_buffer *Buffer,
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F32 RealMinX, F32 RealMinY,
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F32 RealMaxX, F32 RealMaxY,
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F32 R, F32 G, F32 B)
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{
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S32 MinX = RoundF32toS32(RealMinX);
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S32 MinY = RoundF32toS32(RealMinY);
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S32 MaxX = RoundF32toS32(RealMaxX);
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S32 MaxY = RoundF32toS32(RealMaxY);
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S32 Width = Buffer->Width;
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S32 Height = Buffer->Height;
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U8 *Row;
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S32 Y, X;
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U32 Color;
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if(MinX < 0)
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MinX = 0;
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if(MinY < 0)
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MinY = 0;
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if(MaxX > Width)
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MaxX = Width;
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if(MaxY > Height)
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MaxY = Height;
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Color = (U32)((RoundF32toS32(R * 255.0f) << 16) |
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(RoundF32toS32(G * 255.0f) << 8) |
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(RoundF32toS32(B * 255.0f) << 0));
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Row = ((U8 *)Buffer->Memory + MinX*Buffer->BytesPerPixel +
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MinY*Buffer->Pitch);
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for(Y = MinY; Y < MaxY; Y++) {
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U32 *Pixel = (U32 *)Row;
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for(X = MinX; X < MaxX; X++) {
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*(U32 *)Pixel = Color;
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Pixel++;
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}
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Row += Buffer->Pitch;
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}
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}
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static tile_chunk *GetTileChunk(world *World,
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S32 TileChunkX, S32 TileChunkY)
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{
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tile_chunk *TileChunk = NULL;
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if((TileChunkX >= 0) && (TileChunkX < World->TileChunkCountX) &&
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(TileChunkY >= 0) && (TileChunkY < World->TileChunkCountY))
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{
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TileChunk = &World->TileChunks[TileChunkY *
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World->TileChunkCountX +
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TileChunkX];
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}
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return TileChunk;
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}
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static U32 GetTileValueUnchecked(world *World, tile_chunk *TileChunk,
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U32 TileX, U32 TileY)
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{
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U32 TileChunkValue;
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ASSERT(TileChunk);
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ASSERT(TileX < World->ChunkDim);
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ASSERT(TileY < World->ChunkDim);
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TileChunkValue = TileChunk->Tiles[TileY * World->ChunkDim + TileX];
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return TileChunkValue;
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}
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static U32 GetTileChunkValue(world *World, tile_chunk *TileChunk,
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U32 TestTileX, U32 TestTileY)
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{
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U32 TileChunkValue = 0;
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if(TileChunk) {
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TileChunkValue = GetTileValueUnchecked(World,
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TileChunk,
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TestTileX, TestTileY);
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}
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return TileChunkValue;
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}
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static void CannonicalizeCoord(world *World, U32 *Tile, F32 *TileRel)
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{
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/* NOTE: The world is assumed to be toroidal topology. If you step off
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one end, you come back on the other. */
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S32 Offset = FloorF32toS32(*TileRel / World->TileSideInMeters);
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*Tile += Offset;
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*TileRel -= (F32)Offset * World->TileSideInMeters;
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ASSERT(*TileRel >= 0);
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ASSERT(*TileRel < World->TileSideInMeters);
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}
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static cannonical_position RecannonicalizePosition(world *World,
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cannonical_position Pos)
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{
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cannonical_position Result = Pos;
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CannonicalizeCoord(World, &Result.AbsTileX, &Result.TileRelX);
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CannonicalizeCoord(World, &Result.AbsTileY, &Result.TileRelY);
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return Result;
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}
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static tile_chunk_position GetChunkPositionFor(world *World,
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U32 AbsTileX, U32 AbsTileY)
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{
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tile_chunk_position Result;
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Result.TileChunkX = AbsTileX >> World->ChunkShift;
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Result.TileChunkY = AbsTileY >> World->ChunkShift;
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Result.RelTileX = AbsTileX & World->ChunkMask;
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Result.RelTileY = AbsTileY & World->ChunkMask;
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return Result;
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}
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static U32 GetTileValue(world *World, U32 AbsTileX, U32 AbsTileY)
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{
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tile_chunk_position ChunkPos = GetChunkPositionFor(World,
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AbsTileX,
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AbsTileY);
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tile_chunk *TileMap = GetTileChunk(World,
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ChunkPos.TileChunkX,
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ChunkPos.TileChunkY);
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U32 TileChunkValue = GetTileChunkValue(World, TileMap,
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ChunkPos.RelTileX,
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ChunkPos.RelTileY);
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return TileChunkValue;
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}
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static B32 IsWorldPointEmpty(world *World, cannonical_position CanPos)
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{
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B32 Empty;
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U32 TileChunkValue = GetTileValue(World,
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CanPos.AbsTileX,
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CanPos.AbsTileY);
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Empty = (TileChunkValue == 0);
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return Empty;
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}
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void UpdateAndRender(thread_context *Thread, game_memory *Memory,
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game_input *Input, game_offscreen_buffer *Buffer,
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game_sound_output_buffer *SoundBuffer)
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{
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#define TILEMAP_COUNT_X 256
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#define TILEMAP_COUNT_Y 256
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game_state *GameState;
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U32 ControllerIndex;
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U32 TempTiles[TILEMAP_COUNT_Y][TILEMAP_COUNT_X] = {
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{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
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{1, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
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{1, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
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{1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
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{1, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
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{1, 1, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
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{1, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
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{1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
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{1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1},
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{1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1},
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{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
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{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
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{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
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{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
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{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
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{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
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{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
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{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
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};
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F32 PlayerR, PlayerG, PlayerB,
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PlayerWidth, PlayerHeight,
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PlayerLeft, PlayerTop;
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F32 CenterX, CenterY;
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tile_chunk TileChunk;
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world World;
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ASSERT((&Input->Controllers[0].u.buttons.Terminator -
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&Input->Controllers[0].u.Buttons[0]) ==
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ARRAY_SIZE(Input->Controllers[0].u.Buttons));
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ASSERT(sizeof(game_state) <= Memory->PermanentStorageSize);
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memset(&World, 0, sizeof(World));
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/* NOTE: This is set to using 256x256 tile chunks. */
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World.ChunkShift = 8;
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World.ChunkMask = 0xFF;
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World.ChunkDim = 256;
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World.TileChunkCountX = 1;
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World.TileChunkCountY = 1;
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TileChunk.Tiles = (U32 *)TempTiles;
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World.TileChunks = &TileChunk;
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World.TileSideInMeters = 1.4f;
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World.TileSideInPixels = 60;
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World.MetersToPixels =
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(F32)World.TileSideInPixels / World.TileSideInMeters;
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PlayerHeight = 1.4f;
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PlayerWidth = 0.75f * PlayerHeight;
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CenterX = 0.5f * (F32)Buffer->Width;
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CenterY = 0.5f * (F32)Buffer->Height;
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GameState = (game_state *)Memory->PermanentStorage;
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if(!Memory->IsInitialized) {
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GameState->PlayerP.AbsTileX = 3;
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GameState->PlayerP.AbsTileY = 3;
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GameState->PlayerP.TileRelX = 5.0f;
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GameState->PlayerP.TileRelY = 5.0f;
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Memory->IsInitialized = TRUE;
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}
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for(ControllerIndex = 0;
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ControllerIndex < ARRAY_SIZE(Input->Controllers);
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ControllerIndex++)
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{
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game_controller_input *Controller =
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GetController(Input, ControllerIndex);
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if(Controller->IsAnalog) {
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} else {
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F32 dPlayerX = 0.0f;
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F32 dPlayerY = 0.0f;
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cannonical_position NewPlayerP, PlayerLeft, PlayerRight;
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if(Controller->u.buttons.MoveUp.EndedDown) {
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dPlayerY = 1.0f;
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}
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if(Controller->u.buttons.MoveDown.EndedDown) {
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dPlayerY = -1.0f;
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}
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if(Controller->u.buttons.MoveLeft.EndedDown) {
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dPlayerX = -1.0f;
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}
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if(Controller->u.buttons.MoveRight.EndedDown) {
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dPlayerX = 1.0f;
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}
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dPlayerX *= 5.0f;
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dPlayerY *= 5.0f;
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NewPlayerP = GameState->PlayerP;
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NewPlayerP.TileRelX += Input->dtForFrame*dPlayerX;
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NewPlayerP.TileRelY += Input->dtForFrame*dPlayerY;
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NewPlayerP = RecannonicalizePosition(&World, NewPlayerP);
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PlayerLeft = NewPlayerP;
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PlayerLeft.TileRelX -= 0.5f*PlayerWidth;
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PlayerLeft = RecannonicalizePosition(&World, PlayerLeft);
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PlayerRight = NewPlayerP;
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PlayerRight.TileRelX += 0.5f*PlayerWidth;
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PlayerRight = RecannonicalizePosition(&World, PlayerRight);
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if(IsWorldPointEmpty(&World, NewPlayerP) &&
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IsWorldPointEmpty(&World, PlayerLeft) &&
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IsWorldPointEmpty(&World, PlayerRight))
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{
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GameState->PlayerP = NewPlayerP;
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}
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}
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}
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DrawRectangle(Buffer, 0.0f, 0.0f,
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(F32)Buffer->Width, (F32)Buffer->Height,
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0.0f, 1.0f, 0.0f);
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{
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S32 RelRow, RelColumn;
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for(RelRow = -10; RelRow < 10; RelRow++) {
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for(RelColumn = -20; RelColumn < 20; RelColumn++) {
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U32 Column = GameState->PlayerP.AbsTileX + RelColumn;
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U32 Row = GameState->PlayerP.AbsTileY + RelRow;
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U32 TileID = GetTileValue(&World, Column, Row);
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F32 Gray = 0.5f;
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if(TileID) {
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Gray = 1.0f;
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}
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if((Column == GameState->PlayerP.AbsTileX) &&
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(Row == GameState->PlayerP.AbsTileY))
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{
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Gray = 0.0f;
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}
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{
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F32 MinX, MinY, MaxX, MaxY;
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MinX = CenterX +
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(F32)RelColumn * (F32)World.TileSideInPixels;
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MinY = CenterY -
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(F32)RelRow * (F32)World.TileSideInPixels;
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MaxX = MinX + (F32)World.TileSideInPixels;
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MaxY = MinY - (F32)World.TileSideInPixels;
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DrawRectangle(Buffer,
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MinX, MaxY, MaxX, MinY,
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Gray, Gray, Gray);
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}
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}
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}
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}
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PlayerR = 1.0f;
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PlayerG = 0.0f;
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PlayerB = 0.0f;
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PlayerLeft = CenterX + World.MetersToPixels*GameState->PlayerP.TileRelX -
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0.5f*World.MetersToPixels*PlayerWidth;
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PlayerTop = CenterY - World.MetersToPixels*GameState->PlayerP.TileRelY -
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World.MetersToPixels*PlayerHeight;
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DrawRectangle(Buffer,
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PlayerLeft, PlayerTop,
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PlayerLeft + World.MetersToPixels*PlayerWidth,
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PlayerTop + World.MetersToPixels*PlayerHeight,
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PlayerR, PlayerG, PlayerB);
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GameOutputSound(GameState, SoundBuffer, 400);
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}
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/*
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static void RenderWeirdGradient(game_offscreen_buffer *Buffer, S32 XOffset,
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S32 YOffset)
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{
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S32 Width, Height, Y;
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U8 *Row;
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Width = Buffer->Width;
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Height = Buffer->Height;
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Row = (U8 *)Buffer->Memory;
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for(Y = 0; Y < Height; Y++) {
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U32 *Pixel = (U32 *)Row;
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S32 X;
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Pixel = (U32 *)Row;
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for(X = 0; X < Width; X++) {
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U8 Blue, Green;
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Blue = (U8)(X + XOffset);
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Green = (U8)(Y + YOffset);
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*Pixel = (Green << 8) | Blue;
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Pixel++;
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}
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Row += Buffer->Pitch;
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}
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}
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*/
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