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https://github.com/libretro/scummvm.git
synced 2025-01-01 23:18:44 +00:00
XEEN: Rename InterfaceMap class to InterfaceScene
This is avoid confusion with the minimap and map dialog classes
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parent
e400695ae6
commit
b907ccce96
@ -128,9 +128,10 @@ void PartyDrawer::unhighlightChar() {
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void PartyDrawer::resetHighlight() {
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_hiliteChar = HILIGHT_CHAR_NONE;
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}
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/*------------------------------------------------------------------------*/
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Interface::Interface(XeenEngine *vm) : ButtonContainer(vm), InterfaceMap(vm),
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Interface::Interface(XeenEngine *vm) : ButtonContainer(vm), InterfaceScene(vm),
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PartyDrawer(vm), _vm(vm) {
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_buttonsLoaded = false;
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_intrIndex1 = 0;
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@ -25,8 +25,8 @@
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#include "common/scummsys.h"
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#include "xeen/dialogs.h"
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#include "xeen/interface_map.h"
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#include "xeen/interface_minimap.h"
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#include "xeen/interface_scene.h"
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#include "xeen/party.h"
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#include "xeen/window.h"
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@ -62,7 +62,7 @@ public:
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/**
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* Implements the main in-game interface
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*/
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class Interface: public ButtonContainer, public InterfaceMap,
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class Interface: public ButtonContainer, public InterfaceScene,
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public InterfaceMinimap, public PartyDrawer {
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private:
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XeenEngine *_vm;
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@ -121,7 +121,7 @@ void InterfaceMinimap::drawIndoorsMinimap() {
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const Common::Point &pt = party._mazePosition;
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int frame2 = _animFrame;
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_animFrame = (_animFrame + 2) % 8;
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party._wizardEyeActive = true;//***DEBUG****
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// Draw default ground for all the valid explored areas
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for (int yp = MINIMAP_YSTART, mazeY = pt.y + MINIMAP_DIFF; mazeY >= (pt.y - MINIMAP_DIFF);
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yp += TILE_HEIGHT, --mazeY) {
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@ -20,7 +20,7 @@
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*
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*/
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#include "xeen/interface.h"
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#include "xeen/interface_scene.h"
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#include "xeen/dialogs_error.h"
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#include "xeen/resources.h"
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#include "xeen/xeen.h"
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@ -365,7 +365,7 @@ IndoorDrawList::IndoorDrawList() :
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/*------------------------------------------------------------------------*/
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InterfaceMap::InterfaceMap(XeenEngine *vm): _vm(vm) {
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InterfaceScene::InterfaceScene(XeenEngine *vm): _vm(vm) {
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Common::fill(&_wp[0], &_wp[20], 0);
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Common::fill(&_wo[0], &_wo[308], 0);
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_overallFrame = 0;
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@ -383,7 +383,7 @@ InterfaceMap::InterfaceMap(XeenEngine *vm): _vm(vm) {
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_openDoor = false;
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}
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void InterfaceMap::drawMap() {
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void InterfaceScene::drawMap() {
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Combat &combat = *_vm->_combat;
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Map &map = *_vm->_map;
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Scripts &scripts = *_vm->_scripts;
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@ -689,7 +689,7 @@ void InterfaceMap::drawMap() {
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animate3d();
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}
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void InterfaceMap::animate3d() {
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void InterfaceScene::animate3d() {
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Combat &combat = *_vm->_combat;
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Map &map = *_vm->_map;
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_overallFrame = (_overallFrame + 1) % 5;
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@ -797,7 +797,7 @@ void InterfaceMap::animate3d() {
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}
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}
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void InterfaceMap::setMazeBits() {
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void InterfaceScene::setMazeBits() {
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Common::fill(&_wo[0], &_wo[308], 0);
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switch (_vm->_map->getCell(0) - 1) {
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@ -2302,7 +2302,7 @@ void InterfaceMap::setMazeBits() {
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}
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}
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void InterfaceMap::setIndoorsMonsters() {
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void InterfaceScene::setIndoorsMonsters() {
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Combat &combat = *_vm->_combat;
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Map &map = *_vm->_map;
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Common::Point mazePos = _vm->_party->_mazePosition;
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@ -2611,7 +2611,7 @@ void InterfaceMap::setIndoorsMonsters() {
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}
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}
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void InterfaceMap::setMonsterSprite(DrawStruct &drawStruct, MazeMonster &monster, SpriteResource *sprites,
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void InterfaceScene::setMonsterSprite(DrawStruct &drawStruct, MazeMonster &monster, SpriteResource *sprites,
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int frame, int defaultY) {
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MonsterStruct &monsterData = *monster._monsterData;
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bool flying = monsterData._flying;
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@ -2632,7 +2632,7 @@ void InterfaceMap::setMonsterSprite(DrawStruct &drawStruct, MazeMonster &monster
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drawStruct._flags = Res.MONSTER_EFFECT_FLAGS[monster._effect2][monster._effect3];
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}
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void InterfaceMap::setIndoorsObjects() {
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void InterfaceScene::setIndoorsObjects() {
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Common::Point mazePos = _vm->_party->_mazePosition;
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Direction dir = _vm->_party->_mazeDirection;
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Common::Point pt;
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@ -2857,7 +2857,7 @@ void InterfaceMap::setIndoorsObjects() {
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}
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}
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void InterfaceMap::setIndoorsWallPics() {
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void InterfaceScene::setIndoorsWallPics() {
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Map &map = *_vm->_map;
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const Common::Point &mazePos = _vm->_party->_mazePosition;
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Direction dir = _vm->_party->_mazeDirection;
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@ -3083,7 +3083,7 @@ void InterfaceMap::setIndoorsWallPics() {
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}
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}
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void InterfaceMap::setOutdoorsMonsters() {
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void InterfaceScene::setOutdoorsMonsters() {
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Combat &combat = *_vm->_combat;
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Map &map = *_vm->_map;
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Party &party = *_vm->_party;
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@ -3336,7 +3336,7 @@ void InterfaceMap::setOutdoorsMonsters() {
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// TODO
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}
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void InterfaceMap::setOutdoorsObjects() {
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void InterfaceScene::setOutdoorsObjects() {
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Map &map = *_vm->_map;
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Party &party = *_vm->_party;
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const Common::Point &pt = party._mazePosition;
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@ -3523,7 +3523,7 @@ void InterfaceMap::setOutdoorsObjects() {
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}
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}
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void InterfaceMap::drawIndoors() {
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void InterfaceScene::drawIndoors() {
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Map &map = *_vm->_map;
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Windows &windows = *_vm->_windows;
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int surfaceId;
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@ -4370,7 +4370,7 @@ void InterfaceMap::drawIndoors() {
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_charsShooting = _isAttacking;
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}
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void InterfaceMap::drawOutdoors() {
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void InterfaceScene::drawOutdoors() {
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Map &map = *_vm->_map;
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Party &party = *_vm->_party;
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Windows &windows = *_vm->_windows;
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@ -20,8 +20,8 @@
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*
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*/
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#ifndef XEEN_INTERFACE_MAP_H
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#define XEEN_INTERFACE_MAP_H
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#ifndef XEEN_INTERFACE_SCENE_H
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#define XEEN_INTERFACE_SCENE_H
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#include "common/scummsys.h"
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#include "xeen/map.h"
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@ -88,7 +88,7 @@ public:
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int size() const { return 170; }
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};
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class InterfaceMap {
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class InterfaceScene {
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private:
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XeenEngine *_vm;
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int _combatFloatCounter;
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@ -130,9 +130,9 @@ public:
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bool _openDoor;
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bool _isAttacking;
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public:
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InterfaceMap(XeenEngine *vm);
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InterfaceScene(XeenEngine *vm);
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virtual ~InterfaceMap() {}
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virtual ~InterfaceScene() {}
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/**
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* Set up draw structures for displaying on-screen monsters
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@ -172,4 +172,4 @@ public:
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} // End of namespace Xeen
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#endif /* XEEN_INTERFACE_MAP_H */
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#endif /* XEEN_INTERFACE_SCENE_H */
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@ -32,8 +32,8 @@ MODULE_OBJS := \
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files.o \
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font.o \
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interface.o \
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interface_map.o \
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interface_minimap.o \
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interface_scene.o \
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map.o \
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music.o \
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party.o \
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