1 | /********************************************************************** <BR>
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2 | This file is part of Crack dot Com's free source code release of
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3 | Golgotha. <a href="http://www.crack.com/golgotha_release"> <BR> for
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4 | information about compiling & licensing issues visit this URL</a>
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5 | <PRE> If that doesn't help, contact Jonathan Clark at
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6 | golgotha_source@usa.net (Subject should have "GOLG" in it)
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7 | ***********************************************************************/
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8 |
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9 | #include "sound_man.hh"
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10 | #include "objs/model_id.hh"
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11 | #include "objs/model_draw.hh"
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12 | #include "objs/rocktank.hh"
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13 | #include "objs/verybiggun.hh"
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14 | #include "input.hh"
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15 | #include "math/pi.hh"
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16 | #include "math/trig.hh"
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17 | #include "math/angle.hh"
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18 | #include "objs/bullet.hh"
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19 | #include "resources.hh"
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20 | #include "saver.hh"
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21 | #include "map_cell.hh"
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22 | #include "map.hh"
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23 | #include "cell_id.hh"
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24 | #include "sfx_id.hh"
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25 | #include "object_definer.hh"
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26 |
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27 | static g1_object_type bullet;
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28 |
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29 | void g1_very_big_gun_init()
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30 | {
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31 | bullet = g1_get_object_type("bullet");
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32 | }
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33 |
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34 | g1_object_definer<g1_very_big_gun_class>
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35 | g1_very_big_gun_def("verybiggun", SELECTABLE, g1_very_big_gun_init);
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36 |
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37 | g1_fire_range_type g1_very_big_gun_class::range()
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38 | {
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39 | return (g1_fire_range_type)g1_very_big_gun_def.defaults->fire_range;
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40 | }
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41 |
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42 | g1_very_big_gun_class::g1_very_big_gun_class(g1_object_type id,
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43 | g1_loader_class *fp)
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44 | : g1_map_piece_class(id,fp)
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45 | {
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46 | draw_params.setup("turret");
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47 | defaults = g1_very_big_gun_def.defaults;
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48 |
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49 | w16 ver,data_size;
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50 | if (fp)
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51 | {
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52 | fp->get_version(ver,data_size);
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53 | if (ver==DATA_VERSION)
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54 | {
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55 | }
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56 | else
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57 | {
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58 | fp->seek(fp->tell() + data_size);
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59 | fire_delay = 15;
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60 | health = 20;
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61 | }
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62 |
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63 | fp->end_version(I4_LF);
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64 | }
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65 | else
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66 | {
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67 | fire_delay = 15;
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68 | health = 20;
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69 | }
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70 |
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71 | health = 200;
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72 |
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73 | //no sound for now
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74 | //init_rumble_sound(g1_moving_engineering_vehicle_wav);
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75 |
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76 | maxspeed = 0; //doesnt move
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77 | turn_speed = defaults->turn_speed;
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78 |
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79 | radar_type=G1_RADAR_BUILDING;
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80 | set_flag(BLOCKING |
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81 | SELECTABLE |
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82 | TARGETABLE |
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83 | GROUND |
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84 | HIT_GROUND |
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85 | SHADOWED, 1);
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86 |
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87 | }
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88 |
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89 | void g1_very_big_gun_class::save(g1_saver_class *fp)
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90 | {
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91 | g1_map_piece_class::save(fp);
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92 |
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93 |
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94 | fp->start_version(DATA_VERSION);
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95 |
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96 | fp->end_version();
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97 |
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98 | }
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99 |
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100 |
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101 | void g1_very_big_gun_class::fire()
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102 | {
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103 | if (attack_target.valid())
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104 | {
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105 | i4_float tmp_x,tmp_y,tmp_z;
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106 |
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107 | fire_delay = defaults->fire_delay;
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108 |
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109 | tmp_x = 0.4;
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110 | tmp_y = 0;
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111 | tmp_z = 0.2;
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112 |
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113 | i4_transform_class btrans,tmp1;
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114 |
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115 | i4_angle ang = theta;
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116 |
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117 | btrans.translate(0,0,0);
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118 |
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119 | tmp1.rotate_z(ang);
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120 | btrans.multiply(tmp1);
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121 |
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122 | tmp1.rotate_y(pitch);
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123 | btrans.multiply(tmp1);
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124 |
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125 | tmp1.rotate_x(roll);
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126 | btrans.multiply(tmp1);
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127 |
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128 | i4_3d_point_class tpoint;
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129 |
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130 | btrans.transform(i4_3d_point_class(tmp_x,tmp_y,tmp_z),tpoint);
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131 | i4_float bx,by,bz;
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132 |
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133 | bx = tpoint.x + x;
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134 | by = tpoint.y + y;
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135 | bz = tpoint.z + h;
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136 |
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137 | i4_float b_dx,b_dy,b_dz;
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138 |
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139 | btrans.transform(i4_3d_point_class(g1_resources.bullet_speed,0,0),tpoint);
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140 |
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141 | b_dx = tpoint.x;
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142 | b_dy = tpoint.y;
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143 | b_dz = tpoint.z;
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144 |
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145 | g1_bullet_class *b = (g1_bullet_class *)g1_create_object(bullet);
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146 | if (b)
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147 | {
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148 | b->setup(bx, by, bz, b_dx, b_dy, b_dz, ang,pitch,roll,player_num,
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149 | i4_F,
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150 | defaults->damage,
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151 | defaults->fire_range
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152 | );
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153 |
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154 | b->set_owner(this);
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155 | }
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156 | }
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157 | }
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158 |
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159 |
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160 | void g1_very_big_gun_class::think()
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161 | {
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162 | check_life();
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163 |
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164 | if (find_new_target)
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165 | find_target();
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166 |
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167 | if (health < 200)
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168 | health++;
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169 |
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170 | pitch = groundpitch*cos(theta) - groundroll *sin(theta);
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171 | roll = groundroll *cos(theta) + groundpitch*sin(theta);
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172 |
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173 | if (fire_delay>0)
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174 | fire_delay--;
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175 |
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176 | //aim the turet
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177 | if (attack_target.valid())
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178 | {
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179 | request_think();
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180 |
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181 | i4_float dx,dy,angle;
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182 |
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183 | //this will obviously only be true if attack_target.ref != NULL
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184 | dx = (attack_target->x - x);
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185 | dy = (attack_target->y - y);
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186 |
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187 | //aim the turet
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188 |
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189 | angle = i4_atan2(dy,dx);
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190 |
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191 | //snap it
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192 | i4_normalize_angle(angle);
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193 |
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194 | if (!i4_rotate_to(theta,angle,turn_speed))
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195 | if (!fire_delay)
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196 | fire();
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197 | }
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198 | }
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