forked from sin365/AxibugEmuOnline
175 lines
7.9 KiB
C#
175 lines
7.9 KiB
C#
using AxibugEmuOnline.Client.Common;
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using AxibugEmuOnline.Client.Manager;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Assets.Script.AppMain.AxiInput.Settings
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{
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public enum UMAMEKSingleKey
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{
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INSERT_COIN,
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GAMESTART,
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UP,
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DOWN,
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LEFT,
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RIGHT,
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BTN_A,
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BTN_B,
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BTN_C,
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BTN_D,
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BTN_E,
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BTN_F
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}
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public class UMAMEMultiKeysSetting : MultiKeysSetting
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{
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public UMAMEKSingleKeysSeting[] controllers;
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public UMAMEMultiKeysSetting()
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{
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controllers = new UMAMEKSingleKeysSeting[4];
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for (int i = 0; i < controllers.Length; i++)
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controllers[i] = new UMAMEKSingleKeysSeting();
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}
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public bool HadAnyKeyDown(int index)
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{
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if (index >= controllers.Length)
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return false;
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return controllers[index].HadAnyKeyDown();
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}
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public void ClearAll()
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{
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for (int i = 0; i < controllers.Length; i++)
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{
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controllers[i].ClearAll();
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}
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}
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public void LoadDefaultSetting()
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{
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ClearAll();
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#if UNITY_PSP2 && !UNITY_EDITOR
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//PSV 摇杆
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controllers[0].SetKey((ulong)MAMEKSingleKey.GAMESTART, AxiInputEx.ByKeyCode(PSVitaKey.Start));
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controllers[0].SetKey((ulong)MAMEKSingleKey.INSERT_COIN, AxiInputEx.ByKeyCode(PSVitaKey.Select));
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controllers[0].SetKey((ulong)MAMEKSingleKey.UP, AxiInputEx.ByKeyCode(PSVitaKey.Up));
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controllers[0].SetKey((ulong)MAMEKSingleKey.DOWN, AxiInputEx.ByKeyCode(PSVitaKey.Down));
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controllers[0].SetKey((ulong)MAMEKSingleKey.LEFT, AxiInputEx.ByKeyCode(PSVitaKey.Left));
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controllers[0].SetKey((ulong)MAMEKSingleKey.RIGHT, AxiInputEx.ByKeyCode(PSVitaKey.Right));
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controllers[0].SetKey((ulong)MAMEKSingleKey.BTN_A, AxiInputEx.ByKeyCode(PSVitaKey.Block));
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controllers[0].SetKey((ulong)MAMEKSingleKey.BTN_B, AxiInputEx.ByKeyCode(PSVitaKey.Cross));
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controllers[0].SetKey((ulong)MAMEKSingleKey.BTN_C, AxiInputEx.ByKeyCode(PSVitaKey.Circle));
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controllers[0].SetKey((ulong)MAMEKSingleKey.BTN_D, AxiInputEx.ByKeyCode(PSVitaKey.Triangle));
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controllers[0].SetKey((ulong)MAMEKSingleKey.BTN_E, AxiInputEx.ByKeyCode(PSVitaKey.L));
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controllers[0].SetKey((ulong)MAMEKSingleKey.BTN_F, AxiInputEx.ByKeyCode(PSVitaKey.R));
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//PSV 摇杆
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controllers[0].SetKey((ulong)MAMEKSingleKey.UP, AxiInputEx.ByAxis(AxiInputAxisType.UP));
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controllers[0].SetKey((ulong)MAMEKSingleKey.DOWN, AxiInputEx.ByAxis(AxiInputAxisType.DOWN));
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controllers[0].SetKey((ulong)MAMEKSingleKey.LEFT, AxiInputEx.ByAxis(AxiInputAxisType.LEFT));
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controllers[0].SetKey((ulong)MAMEKSingleKey.RIGHT, AxiInputEx.ByAxis(AxiInputAxisType.RIGHT));
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controllers[0].ColletAllKey();
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return;
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#endif
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#region P1
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//P1 键盘
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controllers[0].SetKey((ulong)UMAMEKSingleKey.GAMESTART, AxiInputEx.ByKeyCode(KeyCode.Alpha1));
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controllers[0].SetKey((ulong)UMAMEKSingleKey.INSERT_COIN, AxiInputEx.ByKeyCode(KeyCode.Alpha5));
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controllers[0].SetKey((ulong)UMAMEKSingleKey.UP, AxiInputEx.ByKeyCode(KeyCode.W));
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controllers[0].SetKey((ulong)UMAMEKSingleKey.DOWN, AxiInputEx.ByKeyCode(KeyCode.S));
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controllers[0].SetKey((ulong)UMAMEKSingleKey.LEFT, AxiInputEx.ByKeyCode(KeyCode.A));
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controllers[0].SetKey((ulong)UMAMEKSingleKey.RIGHT, AxiInputEx.ByKeyCode(KeyCode.D));
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controllers[0].SetKey((ulong)UMAMEKSingleKey.BTN_A, AxiInputEx.ByKeyCode(KeyCode.J));
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controllers[0].SetKey((ulong)UMAMEKSingleKey.BTN_B, AxiInputEx.ByKeyCode(KeyCode.K));
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controllers[0].SetKey((ulong)UMAMEKSingleKey.BTN_C, AxiInputEx.ByKeyCode(KeyCode.L));
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controllers[0].SetKey((ulong)UMAMEKSingleKey.BTN_D, AxiInputEx.ByKeyCode(KeyCode.U));
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controllers[0].SetKey((ulong)UMAMEKSingleKey.BTN_E, AxiInputEx.ByKeyCode(KeyCode.I));
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controllers[0].SetKey((ulong)UMAMEKSingleKey.BTN_F, AxiInputEx.ByKeyCode(KeyCode.O));
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//Axis
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controllers[0].SetKey((ulong)UMAMEKSingleKey.UP, AxiInputEx.ByAxis(AxiInputAxisType.UP));
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controllers[0].SetKey((ulong)UMAMEKSingleKey.DOWN, AxiInputEx.ByAxis(AxiInputAxisType.DOWN));
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controllers[0].SetKey((ulong)UMAMEKSingleKey.LEFT, AxiInputEx.ByAxis(AxiInputAxisType.LEFT));
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controllers[0].SetKey((ulong)UMAMEKSingleKey.RIGHT, AxiInputEx.ByAxis(AxiInputAxisType.RIGHT));
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//P1 UGUI
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controllers[0].SetKey((ulong)UMAMEKSingleKey.GAMESTART, AxiInputEx.ByUGUIBtn(AxiInputUGuiBtnType.POTION_1));
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controllers[0].SetKey((ulong)UMAMEKSingleKey.INSERT_COIN, AxiInputEx.ByUGUIBtn(AxiInputUGuiBtnType.POTION_2));
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controllers[0].SetKey((ulong)UMAMEKSingleKey.UP, AxiInputEx.ByUGUIBtn(AxiInputUGuiBtnType.UP));
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controllers[0].SetKey((ulong)UMAMEKSingleKey.DOWN, AxiInputEx.ByUGUIBtn(AxiInputUGuiBtnType.DOWN));
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controllers[0].SetKey((ulong)UMAMEKSingleKey.LEFT, AxiInputEx.ByUGUIBtn(AxiInputUGuiBtnType.LEFT));
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controllers[0].SetKey((ulong)UMAMEKSingleKey.RIGHT, AxiInputEx.ByUGUIBtn(AxiInputUGuiBtnType.RIGHT));
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controllers[0].SetKey((ulong)UMAMEKSingleKey.BTN_A, AxiInputEx.ByUGUIBtn(AxiInputUGuiBtnType.BTN_1));
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controllers[0].SetKey((ulong)UMAMEKSingleKey.BTN_B, AxiInputEx.ByUGUIBtn(AxiInputUGuiBtnType.BTN_2));
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controllers[0].SetKey((ulong)UMAMEKSingleKey.BTN_C, AxiInputEx.ByUGUIBtn(AxiInputUGuiBtnType.BTN_3));
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controllers[0].SetKey((ulong)UMAMEKSingleKey.BTN_D, AxiInputEx.ByUGUIBtn(AxiInputUGuiBtnType.BTN_4));
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controllers[0].SetKey((ulong)UMAMEKSingleKey.BTN_E, AxiInputEx.ByUGUIBtn(AxiInputUGuiBtnType.BTN_5));
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controllers[0].SetKey((ulong)UMAMEKSingleKey.BTN_F, AxiInputEx.ByUGUIBtn(AxiInputUGuiBtnType.BTN_6));
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controllers[0].ColletAllKey();
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#endregion
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}
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}
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public class UMAMEKSingleKeysSeting : SingleKeysSetting
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{
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Dictionary<UMAMEKSingleKey, List<AxiInput>> DictSkey2AxiInput = new Dictionary<UMAMEKSingleKey, List<AxiInput>>();
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AxiInput[] AxiInputArr = null;
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public void SetKey(ulong Key, AxiInput input)
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{
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List<AxiInput> list;
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if (!DictSkey2AxiInput.TryGetValue((UMAMEKSingleKey)Key, out list))
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list = DictSkey2AxiInput[(UMAMEKSingleKey)Key] = ObjectPoolAuto.AcquireList<AxiInput>();
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list.Add(input);
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}
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public bool GetKey(UMAMEKSingleKey Key)
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{
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List<AxiInput> list;
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if (!DictSkey2AxiInput.TryGetValue(Key, out list))
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return false;
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for (int i = 0; i < list.Count; i++)
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{
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if (list[i].IsKey())
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return true;
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}
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return false;
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}
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public bool GetKey(ulong Key)
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{
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return GetKey((UMAMEKSingleKey)Key);
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}
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public void ClearAll()
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{
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foreach (List<AxiInput> singlelist in DictSkey2AxiInput.Values)
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ObjectPoolAuto.Release(singlelist);
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DictSkey2AxiInput.Clear();
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AxiInputArr = null;
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}
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public void ColletAllKey()
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{
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List<AxiInput> list = ObjectPoolAuto.AcquireList<AxiInput>();
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foreach (List<AxiInput> singlelist in DictSkey2AxiInput.Values)
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list.AddRange(singlelist);
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AxiInputArr = list.ToArray();
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ObjectPoolAuto.Release(list);
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}
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public bool HadAnyKeyDown()
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{
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if (AxiInputArr == null)
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return false;
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for (int i = 0; i < AxiInputArr.Length; i++)
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{
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if (AxiInputArr[i].IsKey())
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return true;
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}
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return false;
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}
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}
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}
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