mirror of
https://github.com/cyberarm/i-mic-fps.git
synced 2025-12-16 16:12:35 +00:00
Refactored GameObject to Entity, replaced @x,@y,@z with @position, added @velocity vector to Entity, bricked Player terrain interaction while authoring Axis Aligned Bounding Box Tree for CollisionManager to handle all collision interaction. Added PhysicsManager stub.
This commit is contained in:
186
lib/objects/entities/camera.rb
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186
lib/objects/entities/camera.rb
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class IMICFPS
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class Camera
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include CommonMethods
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include OpenGL
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include GLU
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attr_accessor :field_of_view, :pitch, :yaw, :roll, :mouse_sensitivity
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attr_reader :entity, :position
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def initialize(x: 0, y: 0, z: 0, fov: 70.0, view_distance: 100.0)
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@position = Vector.new(x,y,z)
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@pitch = 0.0
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@yaw = 0.0
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@roll = 0.0
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@field_of_view = fov
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@view_distance = view_distance
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@constant_pitch = 20.0
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@entity = nil
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@distance = 4
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@origin_distance = @distance
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self.mouse_x, self.mouse_y = $window.width/2, $window.height/2
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@true_mouse = Point.new($window.width/2, $window.height/2)
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@mouse_sensitivity = 20.0 # Less is faster, more is slower
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@mouse_captured = true
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@mouse_checked = 0
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InputMapper.set(:camera, :ascend, Gosu::KbSpace)
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InputMapper.set(:camera, :descend, [Gosu::KbLeftControl, Gosu::KbRightControl])
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InputMapper.set(:camera, :release_mouse, [Gosu::KbLeftAlt, Gosu::KbRightAlt])
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InputMapper.set(:camera, :capture_mouse, Gosu::MsLeft)
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InputMapper.set(:camera, :turn_180, Gosu::KbX)
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InputMapper.set(:camera, :increase_mouse_sensitivity, Gosu::KB_NUMPAD_PLUS)
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InputMapper.set(:camera, :decrease_mouse_sensitivity, Gosu::KB_NUMPAD_MINUS)
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InputMapper.set(:camera, :reset_mouse_sensitivity, Gosu::KB_NUMPAD_MULTIPLY)
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InputMapper.set(:camera, :increase_view_distance, Gosu::MsWheelUp)
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InputMapper.set(:camera, :decrease_view_distance, Gosu::MsWheelDown)
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end
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def attach_to(entity)
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raise "Not a game object!" unless entity.is_a?(Entity)
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@entity = entity
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end
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def detach
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@entity = nil
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end
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def distance_from_object
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@distance
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end
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def horizontal_distance_from_object
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distance_from_object * Math.cos(@constant_pitch)
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end
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def vertical_distance_from_object
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distance_from_object * Math.sin(@constant_pitch)
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end
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def position_camera
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if defined?(@entity.first_person_view)
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if @entity.first_person_view
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@distance = 0
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else
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@distance = @origin_distance
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end
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end
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x_offset = horizontal_distance_from_object * Math.sin(@entity.rotation.y.degrees_to_radians)
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z_offset = horizontal_distance_from_object * Math.cos(@entity.rotation.y.degrees_to_radians)
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# p @entity.x, @entity.z;exit
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@position.x = @entity.position.x - x_offset
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@position.y = @entity.position.y + 2
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@position.z = @entity.position.z - z_offset
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# @yaw = 180 - @entity.y_rotation
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@entity.rotation.y = -@yaw + 180
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end
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def draw
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#glMatrixMode(matrix) indicates that following [matrix] is going to get used
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glMatrixMode(GL_PROJECTION) # The projection matrix is responsible for adding perspective to our scene.
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glLoadIdentity # Resets current modelview matrix
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# Calculates aspect ratio of the window. Gets perspective view. 45 is degree viewing angle, (0.1, 100) are ranges how deep can we draw into the screen
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gluPerspective(@field_of_view, $window.width / $window.height, 0.1, @view_distance)
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)
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glRotatef(@pitch,1,0,0)
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glRotatef(@yaw,0,1,0)
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glTranslatef(-@position.x, -@position.y, -@position.z)
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glMatrixMode(GL_MODELVIEW) # The modelview matrix is where object information is stored.
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glLoadIdentity
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# if $debug && @entity
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# glBegin(GL_LINES)
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# glColor3f(1,0,0)
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# glVector3f(@x, @y, @z)
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# glVector3f(@entity.x, @entity.y, @entity.z)
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# glEnd
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# end
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end
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def update
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if @mouse_captured
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position_camera if @entity
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delta = Float(@true_mouse.x-self.mouse_x)/(@mouse_sensitivity*@field_of_view)*70
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@yaw -= delta
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@yaw %= 360.0
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@pitch -= Float(@true_mouse.y-self.mouse_y)/(@mouse_sensitivity*@field_of_view)*70
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@pitch = @pitch.clamp(-90.0, 90.0)
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@entity.rotation.y += delta if @entity
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free_move unless @entity
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self.mouse_x = $window.width/2 if self.mouse_x <= 1 || $window.mouse_x >= $window.width-1
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self.mouse_y = $window.height/2 if self.mouse_y <= 1 || $window.mouse_y >= $window.height-1
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@true_mouse.x, @true_mouse.y = self.mouse_x, self.mouse_y
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end
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end
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def free_move
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relative_y_rotation = (@yaw + 180)
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relative_speed = 0.5
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if InputMapper.down?(:character, :forward)
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@z+=Math.cos(relative_y_rotation * Math::PI / 180)*relative_speed
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@x-=Math.sin(relative_y_rotation * Math::PI / 180)*relative_speed
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end
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if InputMapper.down?(:character, :backward)
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@z-=Math.cos(relative_y_rotation * Math::PI / 180)*relative_speed
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@x+=Math.sin(relative_y_rotation * Math::PI / 180)*relative_speed
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end
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if InputMapper.down?(:character, :strife_left)
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@z+=Math.sin(relative_y_rotation * Math::PI / 180)*relative_speed
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@x+=Math.cos(relative_y_rotation * Math::PI / 180)*relative_speed
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end
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if InputMapper.down?(:character, :strife_right)
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@z-=Math.sin(relative_y_rotation * Math::PI / 180)*relative_speed
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@x-=Math.cos(relative_y_rotation * Math::PI / 180)*relative_speed
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end
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if InputMapper.down?(:camera, :ascend)
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@y+=relative_speed
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end
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if InputMapper.down?(:camera, :descend)
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@y-=relative_speed
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end
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end
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def button_up(id)
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if InputMapper.is?(:camera, :release_mouse, id)
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@mouse_captured = false
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$window.needs_cursor = true
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elsif InputMapper.is?(:camera, :capture_mouse, id)
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@mouse_captured = true
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$window.needs_cursor = false
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elsif InputMapper.is?(:camera, :increase_mouse_sensitivity, id)
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@mouse_sensitivity+=1
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@mouse_sensitivity = @mouse_sensitivity.clamp(1.0, 100.0)
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elsif InputMapper.is?(:camera, :decrease_mouse_sensitivity, id)
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@mouse_sensitivity-=1
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@mouse_sensitivity = @mouse_sensitivity.clamp(1.0, 100.0)
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elsif InputMapper.is?(:camera, :reset_mouse_sensitivity, id)
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@mouse_sensitivity = 20.0
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elsif InputMapper.is?(:camera, :increase_view_distance, id)
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# @field_of_view += 1
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# @field_of_view = @field_of_view.clamp(1, 100)
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@view_distance += 1
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@view_distance = @view_distance.clamp(1, 1000)
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elsif InputMapper.is?(:camera, :decrease_view_distance, id)
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# @field_of_view -= 1
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# @field_of_view = @field_of_view.clamp(1, 100)
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@view_distance -= 1
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@view_distance = @view_distance.clamp(1, 1000)
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elsif InputMapper.is?(:camera, :turn_180, id)
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@rotation.y = @rotation.y+180
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@rotation.y %= 360
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end
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end
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end
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end
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170
lib/objects/entities/player.rb
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170
lib/objects/entities/player.rb
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require "etc"
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class IMICFPS
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class Player < Entity
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attr_accessor :speed
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attr_reader :name, :bound_model, :first_person_view
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def setup
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bind_model("base", "biped")
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InputMapper.set(:character, :forward, [Gosu::KbUp, Gosu::KbW])
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InputMapper.set(:character, :backward, [Gosu::KbDown, Gosu::KbS])
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InputMapper.set(:character, :strife_left, Gosu::KbA)
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InputMapper.set(:character, :strife_right, Gosu::KbD)
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InputMapper.set(:character, :turn_left, Gosu::KbLeft)
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InputMapper.set(:character, :turn_right, Gosu::KbRight)
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InputMapper.set(:character, :jump, Gosu::KbSpace)
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InputMapper.set(:character, :sprint, [Gosu::KbLeftControl])
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InputMapper.set(:character, :toggle_first_person_view, Gosu::KbF)
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@speed = 2.5 # meter's per second
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@running_speed = 6.8 # meter's per second
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@old_speed = @speed
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@mass = 72 # kg
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@floor = 0
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@first_person_view = true
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@devisor = 500.0
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@name_image = Gosu::Image.from_text("#{Etc.getlogin}", 100, font: "Consolas", align: :center)
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# @name_image.save("temp.png")
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@name_tex = @name_image.gl_tex_info
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array_of_pixels = @name_image.to_blob
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tex_names_buf = ' ' * 8
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glGenTextures(1, tex_names_buf)
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@name_texture_id = tex_names_buf.unpack('L2').first
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glBindTexture(GL_TEXTURE_2D, @name_texture_id)
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, @name_image.width, @name_image.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, array_of_pixels)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR)
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glGenerateMipmap(GL_TEXTURE_2D)
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end
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def draw_nameplate
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_height = (@name_image.height/@devisor)
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_width = (@name_image.width/@devisor)/2
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_y = 2#normalize_bounding_box(model.bounding_box).max_y+0.05
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glPushMatrix
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glRotatef(180, 0, 1, 0)
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glDisable(GL_LIGHTING)
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glEnable(GL_COLOR_MATERIAL)
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glEnable(GL_TEXTURE_2D)
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_BLEND)
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glBindTexture(GL_TEXTURE_2D, @name_texture_id)
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glBegin(GL_TRIANGLES)
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glColor3f(1.0,1.0,1.0)
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# TOP LEFT
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glTexCoord2f(0, 0)
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glVertex3f(0-_width,_y+_height,0)
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# TOP RIGHT
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glTexCoord2f(1, 0)
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glVertex3f(0+_width, _y+_height,0)
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# BOTTOM LEFT
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glTexCoord2f(0, 1)
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glVertex3f(0-_width,_y,0)
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# BOTTOM LEFT
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glTexCoord2f(0, 1)
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glVertex3f(0-_width,_y,0)
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# BOTTOM RIGHT
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glTexCoord2f(1, 1)
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glVertex3f(0+_width, _y,0)
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# TOP RIGHT
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glTexCoord2f(1, 0)
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glVertex3f(0+_width,_y+_height,0)
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glEnd
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# glDisable(GL_BLEND)
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glDisable(GL_TEXTURE_2D)
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glEnable(GL_LIGHTING)
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glPopMatrix
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end
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def draw
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if !@first_person_view
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super
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draw_nameplate
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end
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end
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def update
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relative_speed = @speed
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if InputMapper.down?(:character, :sprint)
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relative_speed = (@running_speed)*(delta_time)
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else
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relative_speed = @speed*(delta_time)
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end
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relative_y_rotation = @rotation.y*-1
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if InputMapper.down?(:character, :forward)
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@position.z+=Math.cos(relative_y_rotation * Math::PI / 180)*relative_speed
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@position.x-=Math.sin(relative_y_rotation * Math::PI / 180)*relative_speed
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end
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if InputMapper.down?(:character, :backward)
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@position.z-=Math.cos(relative_y_rotation * Math::PI / 180)*relative_speed
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@position.x+=Math.sin(relative_y_rotation * Math::PI / 180)*relative_speed
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end
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if InputMapper.down?(:character, :strife_left)
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@position.z+=Math.sin(relative_y_rotation * Math::PI / 180)*relative_speed
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@position.x+=Math.cos(relative_y_rotation * Math::PI / 180)*relative_speed
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end
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if InputMapper.down?(:character, :strife_right)
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@position.z-=Math.sin(relative_y_rotation * Math::PI / 180)*relative_speed
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@position.x-=Math.cos(relative_y_rotation * Math::PI / 180)*relative_speed
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end
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if InputMapper.down?(:character, :turn_left)
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@rotation.y+=(relative_speed*1000)*delta_time
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end
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if InputMapper.down?(:character, :turn_right)
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@rotation.y-=(relative_speed*1000)*delta_time
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end
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if @_time_in_air
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air_time = ((Gosu.milliseconds-@_time_in_air)/1000.0)
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@velocity.y-=(IMICFPS::GRAVITY*air_time)*delta_time
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end
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if InputMapper.down?(:character, :jump) && !@jumping
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@jumping = true
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@_time_in_air = Gosu.milliseconds
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elsif !@jumping && @position.y > @floor
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@falling = true
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@_time_in_air ||= Gosu.milliseconds # FIXME
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else
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if @jumping
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if @position.y <= @floor
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@falling = false; @jumping = false; @velocity.y = 0; @position.y = @floor
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end
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end
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end
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if @jumping && !@falling
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if InputMapper.down?(:character, :jump)
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@velocity.y = 1.5
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@falling = true
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end
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end
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@position.y+=@velocity.y*delta_time if @position.y >= @floor # TEMP fix to prevent falling forever, collision/physics managers should fix this in time.
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super
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end
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def button_up(id)
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if InputMapper.is?(:character, :toggle_first_person_view, id)
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@first_person_view = !@first_person_view
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puts "First Person? #{@first_person_view}"
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end
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end
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end
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end
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19
lib/objects/entities/skydome.rb
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19
lib/objects/entities/skydome.rb
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@@ -0,0 +1,19 @@
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class IMICFPS
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class Skydome < Entity
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def setup
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bind_model("base", "skydome")
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end
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def draw
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glDisable(GL_LIGHTING)
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super
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glEnable(GL_LIGHTING)
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end
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def update
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@rotation.y += 0.01
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@rotation.y %= 360
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super
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end
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end
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end
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7
lib/objects/entities/terrain.rb
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7
lib/objects/entities/terrain.rb
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@@ -0,0 +1,7 @@
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class IMICFPS
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class Terrain < Entity
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def setup
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bind_model("base", "randomish_terrain")
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end
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end
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end
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7
lib/objects/entities/test_object.rb
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7
lib/objects/entities/test_object.rb
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@@ -0,0 +1,7 @@
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class IMICFPS
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class TestObject < Entity
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def setup
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bind_model("base", "war_factory")
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end
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end
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end
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7
lib/objects/entities/tree.rb
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7
lib/objects/entities/tree.rb
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@@ -0,0 +1,7 @@
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class IMICFPS
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class Tree < Entity
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def setup
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bind_model("base", "tree")
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end
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end
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end
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