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engines/gob/minigames/geisha/submarine.cpp
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261
engines/gob/minigames/geisha/submarine.cpp
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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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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*
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*
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* This file is dual-licensed.
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* In addition to the GPLv3 license mentioned above, this code is also
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* licensed under LGPL 2.1. See LICENSES/COPYING.LGPL file for the
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* full text of the license.
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*
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*/
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#include "gob/minigames/geisha/submarine.h"
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namespace Gob {
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namespace Geisha {
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enum Animation {
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kAnimationDriveS = 4,
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kAnimationDriveE = 5,
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kAnimationDriveN = 6,
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kAnimationDriveW = 7,
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kAnimationDriveSE = 8,
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kAnimationDriveNE = 9,
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kAnimationDriveSW = 10,
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kAnimationDriveNW = 11,
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kAnimationShootS = 12,
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kAnimationShootN = 13,
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kAnimationShootW = 14,
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kAnimationShootE = 15,
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kAnimationShootNE = 16,
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kAnimationShootSE = 17,
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kAnimationShootSW = 18,
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kAnimationShootNW = 19,
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kAnimationExplodeN = 28,
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kAnimationExplodeS = 29,
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kAnimationExplodeW = 30,
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kAnimationExplodeE = 31,
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kAnimationExit = 32
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};
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Submarine::Submarine(const ANIFile &ani) : ANIObject(ani), _state(kStateMove), _direction(kDirectionNone) {
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turn(kDirectionN);
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}
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Submarine::~Submarine() {
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}
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Submarine::Direction Submarine::getDirection() const {
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return _direction;
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}
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void Submarine::turn(Direction to) {
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// Nothing to do
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if ((to == kDirectionNone) || ((_state == kStateMove) && (_direction == to)))
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return;
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_direction = to;
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move();
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}
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void Submarine::move() {
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uint16 frame = getFrame();
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uint16 anim = (_state == kStateShoot) ? directionToShoot(_direction) : directionToMove(_direction);
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setAnimation(anim);
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setFrame(frame);
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setPause(false);
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setVisible(true);
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setMode((_state == kStateShoot) ? kModeOnce : kModeContinuous);
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}
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void Submarine::shoot() {
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_state = kStateShoot;
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setAnimation(directionToShoot(_direction));
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setMode(kModeOnce);
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setPause(false);
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setVisible(true);
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}
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void Submarine::die() {
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if (!canMove())
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return;
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_state = kStateDie;
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setAnimation(directionToExplode(_direction));
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setMode(kModeOnce);
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setPause(false);
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setVisible(true);
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}
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void Submarine::leave() {
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_state = kStateExit;
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setAnimation(kAnimationExit);
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setMode(kModeOnce);
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setPause(false);
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setVisible(true);
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}
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void Submarine::advance() {
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ANIObject::advance();
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switch (_state) {
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case kStateShoot:
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if (isPaused()) {
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_state = kStateMove;
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move();
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}
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break;
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case kStateExit:
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if (isPaused())
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_state = kStateExited;
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break;
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case kStateDie:
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if (isPaused())
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_state = kStateDead;
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break;
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default:
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break;
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}
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}
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bool Submarine::canMove() const {
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return (_state == kStateMove) || (_state == kStateShoot);
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}
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bool Submarine::isDead() const {
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return _state == kStateDead;
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}
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bool Submarine::isShooting() const {
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return _state == kStateShoot;
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}
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bool Submarine::hasExited() const {
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return _state == kStateExited;
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}
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uint16 Submarine::directionToMove(Direction direction) const {
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switch (direction) {
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case kDirectionN:
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return kAnimationDriveN;
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case kDirectionNE:
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return kAnimationDriveNE;
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case kDirectionE:
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return kAnimationDriveE;
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case kDirectionSE:
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return kAnimationDriveSE;
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case kDirectionS:
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return kAnimationDriveS;
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case kDirectionSW:
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return kAnimationDriveSW;
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case kDirectionW:
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return kAnimationDriveW;
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case kDirectionNW:
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return kAnimationDriveNW;
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default:
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break;
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}
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return 0;
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}
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uint16 Submarine::directionToShoot(Direction direction) const {
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switch (direction) {
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case kDirectionN:
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return kAnimationShootN;
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case kDirectionNE:
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return kAnimationShootNE;
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case kDirectionE:
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return kAnimationShootE;
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case kDirectionSE:
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return kAnimationShootSE;
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case kDirectionS:
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return kAnimationShootS;
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case kDirectionSW:
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return kAnimationShootSW;
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case kDirectionW:
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return kAnimationShootW;
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case kDirectionNW:
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return kAnimationShootNW;
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default:
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break;
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}
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return 0;
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}
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uint16 Submarine::directionToExplode(Direction direction) const {
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// Only 4 exploding animations (spinning clockwise)
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switch (direction) {
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case kDirectionNW:
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case kDirectionN:
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return kAnimationExplodeN;
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case kDirectionNE:
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case kDirectionE:
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return kAnimationExplodeE;
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case kDirectionSE:
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case kDirectionS:
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return kAnimationExplodeS;
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case kDirectionSW:
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case kDirectionW:
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return kAnimationExplodeW;
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default:
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break;
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}
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return 0;
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}
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} // End of namespace Geisha
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} // End of namespace Gob
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