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BLADERUNNER: Added ShoeshineMan actor
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@ -68,6 +68,7 @@ MODULE_OBJS = \
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script/ai/officer_leary.o \
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script/ai/runciter.o \
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script/ai/sergeant_walls.o \
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script/ai/shoeshine_man.o \
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script/ai/zuben.o \
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script/scene_script.o \
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script/scene/ar01.o \
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189
engines/bladerunner/script/ai/shoeshine_man.cpp
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189
engines/bladerunner/script/ai/shoeshine_man.cpp
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@ -0,0 +1,189 @@
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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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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*
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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, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "bladerunner/script/ai_script.h"
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namespace BladeRunner {
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AIScriptShoeshineMan::AIScriptShoeshineMan(BladeRunnerEngine *vm) : AIScriptBase(vm) {
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}
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void AIScriptShoeshineMan::Initialize() {
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_animationFrame = 0;
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_animationState = 0;
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_animationStateNext = 0;
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_animationNext = 0;
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_state = false;
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}
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bool AIScriptShoeshineMan::Update() {
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return false;
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}
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void AIScriptShoeshineMan::TimerExpired(int timer) {
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//return false;
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}
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void AIScriptShoeshineMan::CompletedMovementTrack() {
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//return false;
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}
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void AIScriptShoeshineMan::ReceivedClue(int clueId, int fromActorId) {
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//return false;
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}
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void AIScriptShoeshineMan::ClickedByPlayer() {
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if (Actor_Query_Goal_Number(kActorShoeshineMan) != 100)
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return;
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if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -1098.15, -0.039999999, -201.53, 0, true, false, 0)) {
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Actor_Set_Goal_Number(kActorShoeshineMan, 102);
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Actor_Face_Actor(kActorMcCoy, kActorShoeshineMan, true);
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Actor_Says_With_Pause(kActorShoeshineMan, 0, 1.2, 13);
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Actor_Says(kActorMcCoy, 730, 17);
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Actor_Says(kActorShoeshineMan, 10, 13);
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Actor_Says(kActorShoeshineMan, 20, 12);
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Actor_Says_With_Pause(kActorMcCoy, 735, 1.0, 14);
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Actor_Change_Animation_Mode(kActorShoeshineMan, 29);
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}
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}
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void AIScriptShoeshineMan::EnteredScene(int sceneId) {
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// return false;
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}
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void AIScriptShoeshineMan::OtherAgentEnteredThisScene(int otherActorId) {
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// return false;
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}
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void AIScriptShoeshineMan::OtherAgentExitedThisScene(int otherActorId) {
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// return false;
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}
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void AIScriptShoeshineMan::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {
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// return false;
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}
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void AIScriptShoeshineMan::ShotAtAndMissed() {
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// return false;
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}
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bool AIScriptShoeshineMan::ShotAtAndHit() {
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return false;
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}
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void AIScriptShoeshineMan::Retired(int byActorId) {
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// return false;
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}
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int AIScriptShoeshineMan::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
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return 0;
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}
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bool AIScriptShoeshineMan::GoalChanged(int currentGoalNumber, int newGoalNumber) {
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if (newGoalNumber - 100 <= 1) {
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if (newGoalNumber == 100) {
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Actor_Put_In_Set(kActorShoeshineMan, kSetDR01_DR02_DR04);
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Actor_Set_At_XYZ(kActorShoeshineMan, -1160.0, -0.039999999, -235.0, 524);
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} else {
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AI_Movement_Track_Flush(kActorShoeshineMan);
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AI_Movement_Track_Append(kActorShoeshineMan, 281, 0);
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AI_Movement_Track_Append(kActorShoeshineMan, 40, 0);
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AI_Movement_Track_Repeat(kActorShoeshineMan);
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}
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}
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return false;
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}
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bool AIScriptShoeshineMan::UpdateAnimation(int *animation, int *frame) {
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return true;
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}
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bool AIScriptShoeshineMan::ChangeAnimationMode(int mode) {
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switch (mode) {
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case 0:
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if (_animationState >= 2 && _animationState <= 4) {
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_state = true;
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} else {
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_animationState = 0;
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_animationFrame = 0;
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}
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break;
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case 1:
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_animationState = 1;
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_animationFrame = 0;
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break;
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case 3:
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_animationState = 2;
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_animationFrame = 0;
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_state = false;
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break;
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case 12:
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_animationState = 3;
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_animationFrame = 0;
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_state = false;
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break;
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case 13:
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_animationState = 4;
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_animationFrame = 0;
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_state = false;
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break;
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case 23:
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_animationState = 5;
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_animationFrame = 0;
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break;
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case 29:
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_animationState = 6;
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_animationFrame = 0;
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break;
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default:
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break;
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}
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return true;
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}
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void AIScriptShoeshineMan::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) {
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*animationState = _animationState;
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*animationFrame = _animationFrame;
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*animationStateNext = _animationStateNext;
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*animationNext = _animationNext;
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}
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void AIScriptShoeshineMan::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) {
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_animationState = animationState;
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_animationFrame = animationFrame;
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_animationStateNext = animationStateNext;
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_animationNext = animationNext;
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}
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bool AIScriptShoeshineMan::ReachedMovementTrackWaypoint(int waypointId) {
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return true;
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}
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void AIScriptShoeshineMan::FledCombat() {
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// return false;
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}
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} // End of namespace BladeRunner
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@ -50,6 +50,7 @@ AIScripts::AIScripts(BladeRunnerEngine *vm, int actorCount) {
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_AIScripts[kActorHysteriaPatron1] = new AIScriptHysteriaPatron1(_vm);
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_AIScripts[kActorHysteriaPatron2] = new AIScriptHysteriaPatron2(_vm);
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_AIScripts[kActorHysteriaPatron3] = new AIScriptHysteriaPatron3(_vm);
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_AIScripts[kActorShoeshineMan] = new AIScriptShoeshineMan(_vm);
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_AIScripts[kActorGaff] = new AIScriptGaff(_vm);
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_AIScripts[kActorNewscaster] = new AIScriptNewscaster(_vm);
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_AIScripts[kActorLeon] = new AIScriptLeon(_vm);
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@ -170,6 +170,10 @@ END_SCRIPT
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DECLARE_SCRIPT(HysteriaPatron3)
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END_SCRIPT
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DECLARE_SCRIPT(ShoeshineMan)
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bool _state;
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END_SCRIPT
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DECLARE_SCRIPT(Gaff)
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END_SCRIPT
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