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cleanup
svn-id: r10620
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052fc3368b
commit
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@ -34,7 +34,7 @@ namespace Scumm {
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#define FIXP_SHIFT 16
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Player_V1::Player_V1(ScummEngine *scumm) : Player_V2(scumm) {
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Player_V1::Player_V1(ScummEngine *scumm, bool pcjr) : Player_V2(scumm, pcjr) {
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// Initialize channel code
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for (int i = 0; i < 4; ++i)
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clear_channel(i);
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@ -28,11 +28,11 @@
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namespace Scumm {
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/**
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* V1 PC-Speaker player.
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* Scumm V1 PC-Speaker player.
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*/
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class Player_V1 : public Player_V2 {
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public:
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Player_V1(ScummEngine *scumm);
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Player_V1(ScummEngine *scumm, bool pcjr);
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~Player_V1();
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virtual void startSound(int sound);
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@ -341,12 +341,9 @@ static const uint16 pcjr_freq_table[12] = {
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#endif
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Player_V2::Player_V2(ScummEngine *scumm) {
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Player_V2::Player_V2(ScummEngine *scumm, bool pcjr) {
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int i;
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// This simulates the pc speaker sound, which is driven
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// by the 8253 (square wave generator) and a low-band filter.
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_isV3Game = (scumm->_version >= 3);
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_scumm = scumm;
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_system = scumm->_system;
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@ -376,7 +373,7 @@ Player_V2::Player_V2(ScummEngine *scumm) {
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_RNG = NG_PRESET;
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set_pcjr(scumm->_midiDriver != MD_PCSPK);
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set_pcjr(pcjr);
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setMasterVolume(255);
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_mixer->setupPremix(premix_proc, this);
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@ -68,11 +68,13 @@ struct channel_data {
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/**
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* V2 PC-Speaker MIDI driver.
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* Scumm V2 PC-Speaker MIDI driver.
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* This simulates the pc speaker sound, which is driven by the 8253 (square
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* wave generator) and a low-band filter.
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*/
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class Player_V2 : public MusicEngine {
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public:
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Player_V2(ScummEngine *scumm);
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Player_V2(ScummEngine *scumm, bool pcjr);
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virtual ~Player_V2();
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virtual void setMasterVolume(int vol);
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@ -36,7 +36,7 @@ class ScummEngine;
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class V2A_Sound;
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/**
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* V2 Amiga sound/music driver.
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* Scumm V2 Amiga sound/music driver.
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*/
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class Player_V2A : public MusicEngine {
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public:
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@ -35,7 +35,7 @@ namespace Scumm {
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class ScummEngine;
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/**
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* V3 Amiga sound/music driver.
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* Scumm V3 Amiga sound/music driver.
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*/
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class Player_V3A : public MusicEngine {
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public:
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@ -34,7 +34,7 @@ void ScummEngine_v2::readClassicIndexFile() {
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if (_gameId == GID_MANIAC) {
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if (!(_features & GF_AMIGA) && !(_features & GF_NES))
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_musicEngine = new Player_V1(this);
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_musicEngine = new Player_V1(this, _midiDriver != MD_PCSPK);
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_numGlobalObjects = 800;
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_numRooms = 55;
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@ -43,7 +43,7 @@ void ScummEngine_v2::readClassicIndexFile() {
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_numSounds = 100;
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} else if (_gameId == GID_ZAK) {
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if (!(_features & GF_AMIGA))
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_musicEngine = new Player_V2(this);
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_musicEngine = new Player_V2(this, _midiDriver != MD_PCSPK);
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_numGlobalObjects = 775;
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_numRooms = 61;
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@ -109,7 +109,7 @@ void ScummEngine_v2::readClassicIndexFile() {
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void ScummEngine_v2::readEnhancedIndexFile() {
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if (!(_features & GF_AMIGA))
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_musicEngine = new Player_V2(this);
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_musicEngine = new Player_V2(this, _midiDriver != MD_PCSPK);
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_numGlobalObjects = _fileHandle.readUint16LE();
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_fileHandle.seek(_numGlobalObjects, SEEK_CUR); // Skip object flags
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@ -421,7 +421,7 @@ void ScummEngine_v2::decodeParseString() {
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// V1 Mansion Mansion uses dynamic color table for subtitles
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if ((_gameId == GID_MANIAC) && (_version == 1)) {
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// Demo mode doesn't set subtitle color before display first subtitle.
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if (_demo_mode && _actorToPrintStrFor == 0xFF)
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if (_demoMode && _actorToPrintStrFor == 0xFF)
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_string[textSlot].color = 1;
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else if (_actorToPrintStrFor != 0xFF)
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_string[textSlot].color = v1_mm_actor_speech_color[_actorToPrintStrFor];
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@ -836,7 +836,7 @@ void ScummEngine_v2::o2_verbOps() {
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vs = &_verbs[slot];
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vs->verbid = verb;
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if (_version == 1) {
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if (_gameId == GID_MANIAC && _demo_mode)
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if (_gameId == GID_MANIAC && _demoMode)
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vs->color = 4;
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else
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vs->color = 5;
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@ -1382,7 +1382,7 @@ void ScummEngine_v2::o2_cutscene() {
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// FIXME allows quotes script (173) to start during introudction of
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// demo mode of V1 Maniac Mansion. setUserState was halting script
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// 173 before it started.
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if (!(_gameId == GID_MANIAC && _version == 1 && _demo_mode))
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if (!(_gameId == GID_MANIAC && _version == 1 && _demoMode))
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// Hide inventory, freeze scripts, hide cursor
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setUserState(15);
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@ -955,7 +955,6 @@ public:
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byte _proc_special_palette[256];
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byte *_roomPalette;
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byte *_shadowPalette;
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int _midiDriver; // Use the MD_ values from mididrv.h
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protected:
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int _shadowPaletteSize;
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@ -969,6 +968,9 @@ protected:
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int tempMusic;
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int _saveSound;
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bool _native_mt32;
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int _midiDriver; // Use the MD_ values from mididrv.h
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bool _demoMode;
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bool _confirmExit;
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public:
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bool _silentDigitalImuse, _noDigitalSamples;
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@ -1022,9 +1024,7 @@ protected:
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byte _charsetBuffer[512];
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public:
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bool _demo_mode;
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bool _noSubtitles; // Whether to skip all subtitles
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bool _confirmExit;
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protected:
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void initCharset(int charset);
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@ -65,7 +65,6 @@ extern bool isSmartphone(void);
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extern NewGui *g_gui;
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extern uint16 _debugLevel;
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extern uint16 _demo_mode;
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namespace Scumm {
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@ -453,7 +452,6 @@ ScummEngine::ScummEngine(GameDetector *detector, OSystem *syst)
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memset(_charsetData, 0, sizeof(_charsetData));
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_charsetBufPos = 0;
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memset(_charsetBuffer, 0, sizeof(_charsetBuffer));
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_demo_mode = false;
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_noSubtitles = false;
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_confirmExit = false;
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_numInMsgStack = 0;
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@ -606,7 +604,7 @@ ScummEngine::ScummEngine(GameDetector *detector, OSystem *syst)
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_version = detector->_game.version;
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setFeatures(detector->_game.features);
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_demo_mode = detector->_demo_mode;
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_demoMode = detector->_demo_mode;
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_noSubtitles = detector->_noSubtitles;
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_confirmExit = detector->_confirmExit;
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_defaultTalkDelay = detector->_talkSpeed;
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@ -680,7 +678,7 @@ ScummEngine::ScummEngine(GameDetector *detector, OSystem *syst)
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} else if ((_features & GF_AMIGA) && (_version < 5)) {
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_musicEngine = NULL;
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} else if (((_midiDriver == MD_PCJR) || (_midiDriver == MD_PCSPK)) && ((_version > 2) && (_version < 5))) {
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_musicEngine = new Player_V2(this);
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_musicEngine = new Player_V2(this, _midiDriver != MD_PCSPK);
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} else if (_version > 2) {
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MidiDriver *driver = detector->createMidi();
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if (driver && detector->_native_mt32)
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@ -890,7 +888,7 @@ void ScummEngine::launch() {
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// If requested, load a save game instead of running the boot script
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if (_saveLoadFlag != 2 || !loadState(_saveLoadSlot, _saveLoadCompatible)) {
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if (_gameId == GID_MANIAC && _demo_mode)
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if (_gameId == GID_MANIAC && _demoMode)
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runScript(9, 0, 0, &_bootParam);
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else
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runScript(1, 0, 0, &_bootParam);
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