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engines/nancy/action/inventoryrecords.cpp
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232
engines/nancy/action/inventoryrecords.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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* 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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* 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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#include "engines/nancy/nancy.h"
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#include "engines/nancy/util.h"
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#include "engines/nancy/resource.h"
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#include "engines/nancy/sound.h"
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#include "engines/nancy/action/inventoryrecords.h"
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#include "engines/nancy/state/scene.h"
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namespace Nancy {
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namespace Action {
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void AddInventoryNoHS::readData(Common::SeekableReadStream &stream) {
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_itemID = stream.readUint16LE();
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if (g_nancy->getGameType() >= kGameTypeNancy6) {
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_setCursor = stream.readUint16LE();
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_forceCursor = stream.readUint16LE();
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}
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}
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void AddInventoryNoHS::execute() {
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if (_setCursor) {
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if (NancySceneState.getHeldItem() != -1) {
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// Currently holding another item
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if (_forceCursor) {
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NancySceneState.addItemToInventory(NancySceneState.getHeldItem());
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if (NancySceneState.hasItem(_itemID) == g_nancy->_true) {
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NancySceneState.removeItemFromInventory(_itemID, true);
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} else {
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NancySceneState.setHeldItem(_itemID);
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}
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} else {
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NancySceneState.addItemToInventory(_itemID);
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}
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} else {
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if (NancySceneState.hasItem(_itemID) == g_nancy->_true) {
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NancySceneState.removeItemFromInventory(_itemID, true);
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} else {
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NancySceneState.setHeldItem(_itemID);
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}
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}
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} else {
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if (NancySceneState.hasItem(_itemID) == g_nancy->_false) {
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NancySceneState.addItemToInventory(_itemID);
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}
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}
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_isDone = true;
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}
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void RemoveInventoryNoHS::readData(Common::SeekableReadStream &stream) {
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_itemID = stream.readUint16LE();
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}
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void RemoveInventoryNoHS::execute() {
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if (NancySceneState.hasItem(_itemID) == g_nancy->_true) {
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NancySceneState.removeItemFromInventory(_itemID, false);
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}
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_isDone = true;
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}
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void ShowInventoryItem::init() {
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g_nancy->_resource->loadImage(_imageName, _fullSurface);
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_drawSurface.create(_fullSurface, _blitDescriptions[0].src);
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RenderObject::init();
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}
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void ShowInventoryItem::readData(Common::SeekableReadStream &stream) {
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GameType gameType = g_nancy->getGameType();
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_objectID = stream.readUint16LE();
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readFilename(stream, _imageName);
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uint16 numFrames = stream.readUint16LE();
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if (gameType >= kGameTypeNancy3) {
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stream.skip(2);
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}
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_blitDescriptions.resize(numFrames);
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for (uint i = 0; i < numFrames; ++i) {
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if (gameType <= kGameTypeNancy2) {
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_blitDescriptions[i].readData(stream);
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} else {
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_blitDescriptions[i].frameID = i;
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readRect(stream, _blitDescriptions[i].src);
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readRect(stream, _blitDescriptions[i].dest);
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}
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}
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}
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void ShowInventoryItem::execute() {
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switch (_state) {
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case kBegin:
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init();
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registerGraphics();
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_state = kRun;
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// fall through
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case kRun: {
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int newFrame = -1;
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for (uint i = 0; i < _blitDescriptions.size(); ++i) {
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if (_blitDescriptions[i].frameID == NancySceneState.getSceneInfo().frameID) {
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newFrame = i;
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break;
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}
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}
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if (newFrame != _drawnFrameID) {
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_drawnFrameID = newFrame;
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if (newFrame != -1) {
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_hasHotspot = true;
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_hotspot = _blitDescriptions[newFrame].dest;
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_drawSurface.create(_fullSurface, _blitDescriptions[newFrame].src);
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_screenPosition = _blitDescriptions[newFrame].dest;
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setVisible(true);
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} else {
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_hasHotspot = false;
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setVisible(false);
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}
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}
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break;
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}
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case kActionTrigger:
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g_nancy->_sound->playSound("BUOK");
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NancySceneState.addItemToInventory(_objectID);
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setVisible(false);
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_hasHotspot = false;
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finishExecution();
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break;
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}
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}
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void InventorySoundOverride::readData(Common::SeekableReadStream &stream) {
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_command = stream.readByte();
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_itemID = stream.readUint16LE();
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stream.skip(2);
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char buf[61];
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stream.read(buf, 60);
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buf[60] = '\0';
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_caption = buf;
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_sound.readNormal(stream);
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}
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void InventorySoundOverride::execute() {
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NancySceneState.installInventorySoundOverride(_command, _sound, _caption, _itemID);
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_isDone = true;
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}
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void EnableDisableInventory::readData(Common::SeekableReadStream &stream) {
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_itemID = stream.readUint16LE();
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bool disabled = stream.readUint16LE();
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bool playSound = stream.readUint16LE();
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if (disabled) {
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++_disabledState;
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if (playSound) {
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++_disabledState;
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}
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}
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}
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void EnableDisableInventory::execute() {
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NancySceneState.setItemDisabledState(_itemID, _disabledState);
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_isDone = true;
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}
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void PopInvViewPriorScene::readData(Common::SeekableReadStream &stream) {
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stream.skip(1);
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}
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void PopInvViewPriorScene::execute() {
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NancySceneState.popScene(true);
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_isDone = true;
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}
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void GoInvViewScene::readData(Common::SeekableReadStream &stream) {
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_itemID = stream.readUint16LE();
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_addToInventory = stream.readUint16LE();
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}
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void GoInvViewScene::execute() {
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auto *inv = GetEngineData(INV);
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assert(inv);
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const INV::ItemDescription &item = inv->itemDescriptions[_itemID];
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byte disabled = NancySceneState.getItemDisabledState(_itemID);
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if (!disabled && item.keepItem == kInvItemNewSceneView) {
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if (_addToInventory || NancySceneState.hasItem(_itemID)) {
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NancySceneState.pushScene(_itemID);
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} else {
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// Do not add the item to the inventory, only go to its scene
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NancySceneState.pushScene();
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}
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SceneChangeDescription sceneChange;
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sceneChange.sceneID = item.sceneID;
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sceneChange.continueSceneSound = item.sceneSoundFlag;
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NancySceneState.changeScene(sceneChange);
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}
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_isDone = true;
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}
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} // End of namespace Action
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} // End of namespace Nancy
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