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https://github.com/mod-playerbots/azerothcore-wotlk.git
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refactor(Core/Game): restyle game lib with astyle (#3466)
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@@ -120,116 +120,116 @@ typedef std::map<uint32 /*entry*/, MinionInfo> MinionInfoMap;
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class InstanceScript : public ZoneScript
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{
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public:
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public:
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explicit InstanceScript(Map* map) : instance(map), completedEncounters(0) {}
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explicit InstanceScript(Map* map) : instance(map), completedEncounters(0) {}
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virtual ~InstanceScript() {}
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virtual ~InstanceScript() {}
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Map* instance;
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Map* instance;
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//On creation, NOT load.
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virtual void Initialize() {}
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//On creation, NOT load.
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virtual void Initialize() {}
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//On load
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virtual void Load(char const* data) { LoadBossState(data); }
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//On load
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virtual void Load(char const* data) { LoadBossState(data); }
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//Called when creature is Looted
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virtual void CreatureLooted(Creature* /*creature*/, LootType) {}
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//Called when creature is Looted
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virtual void CreatureLooted(Creature* /*creature*/, LootType) {}
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//When save is needed, this function generates the data
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virtual std::string GetSaveData() { return GetBossSaveData(); }
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//When save is needed, this function generates the data
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virtual std::string GetSaveData() { return GetBossSaveData(); }
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void SaveToDB();
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void SaveToDB();
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virtual void Update(uint32 /*diff*/) {}
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virtual void Update(uint32 /*diff*/) {}
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//Used by the map's CanEnter function.
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//This is to prevent players from entering during boss encounters.
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virtual bool IsEncounterInProgress() const;
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//Used by the map's CanEnter function.
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//This is to prevent players from entering during boss encounters.
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virtual bool IsEncounterInProgress() const;
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//Called when a player successfully enters the instance.
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virtual void OnPlayerEnter(Player* /*player*/) {}
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//Called when a player successfully enters the instance.
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virtual void OnPlayerEnter(Player* /*player*/) {}
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virtual void OnPlayerAreaUpdate(Player* /*player*/, uint32 /*oldArea*/, uint32 /*newArea*/) {}
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virtual void OnPlayerAreaUpdate(Player* /*player*/, uint32 /*oldArea*/, uint32 /*newArea*/) {}
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//Handle open / close objects
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//use HandleGameObject(0, boolen, GO); in OnObjectCreate in instance scripts
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//use HandleGameObject(GUID, boolen, nullptr); in any other script
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void HandleGameObject(uint64 guid, bool open, GameObject* go = nullptr);
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//Handle open / close objects
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//use HandleGameObject(0, boolen, GO); in OnObjectCreate in instance scripts
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//use HandleGameObject(GUID, boolen, nullptr); in any other script
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void HandleGameObject(uint64 guid, bool open, GameObject* go = nullptr);
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//change active state of doors or buttons
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void DoUseDoorOrButton(uint64 guid, uint32 withRestoreTime = 0, bool useAlternativeState = false);
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//change active state of doors or buttons
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void DoUseDoorOrButton(uint64 guid, uint32 withRestoreTime = 0, bool useAlternativeState = false);
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//Respawns a GO having negative spawntimesecs in gameobject-table
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void DoRespawnGameObject(uint64 guid, uint32 timeToDespawn = MINUTE);
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//Respawns a GO having negative spawntimesecs in gameobject-table
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void DoRespawnGameObject(uint64 guid, uint32 timeToDespawn = MINUTE);
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//sends world state update to all players in instance
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void DoUpdateWorldState(uint32 worldstateId, uint32 worldstateValue);
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//sends world state update to all players in instance
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void DoUpdateWorldState(uint32 worldstateId, uint32 worldstateValue);
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// Send Notify to all players in instance
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void DoSendNotifyToInstance(char const* format, ...);
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// Send Notify to all players in instance
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void DoSendNotifyToInstance(char const* format, ...);
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// Update Achievement Criteria for all players in instance
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void DoUpdateAchievementCriteria(AchievementCriteriaTypes type, uint32 miscValue1 = 0, uint32 miscValue2 = 0, Unit* unit = nullptr);
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// Update Achievement Criteria for all players in instance
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void DoUpdateAchievementCriteria(AchievementCriteriaTypes type, uint32 miscValue1 = 0, uint32 miscValue2 = 0, Unit* unit = nullptr);
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// Start/Stop Timed Achievement Criteria for all players in instance
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void DoStartTimedAchievement(AchievementCriteriaTimedTypes type, uint32 entry);
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void DoStopTimedAchievement(AchievementCriteriaTimedTypes type, uint32 entry);
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// Start/Stop Timed Achievement Criteria for all players in instance
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void DoStartTimedAchievement(AchievementCriteriaTimedTypes type, uint32 entry);
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void DoStopTimedAchievement(AchievementCriteriaTimedTypes type, uint32 entry);
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// Remove Auras due to Spell on all players in instance
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void DoRemoveAurasDueToSpellOnPlayers(uint32 spell);
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// Remove Auras due to Spell on all players in instance
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void DoRemoveAurasDueToSpellOnPlayers(uint32 spell);
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// Cast spell on all players in instance
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void DoCastSpellOnPlayers(uint32 spell);
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// Cast spell on all players in instance
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void DoCastSpellOnPlayers(uint32 spell);
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// Return wether server allow two side groups or not
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bool ServerAllowsTwoSideGroups() { return sWorld->getBoolConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_GROUP); }
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// Return wether server allow two side groups or not
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bool ServerAllowsTwoSideGroups() { return sWorld->getBoolConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_GROUP); }
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virtual bool SetBossState(uint32 id, EncounterState state);
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EncounterState GetBossState(uint32 id) const { return id < bosses.size() ? bosses[id].state : TO_BE_DECIDED; }
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static std::string GetBossStateName(uint8 state);
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BossBoundaryMap const* GetBossBoundary(uint32 id) const { return id < bosses.size() ? &bosses[id].boundary : nullptr; }
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BossInfo const* GetBossInfo(uint32 id) const { return &bosses[id]; }
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virtual bool SetBossState(uint32 id, EncounterState state);
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EncounterState GetBossState(uint32 id) const { return id < bosses.size() ? bosses[id].state : TO_BE_DECIDED; }
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static std::string GetBossStateName(uint8 state);
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BossBoundaryMap const* GetBossBoundary(uint32 id) const { return id < bosses.size() ? &bosses[id].boundary : nullptr; }
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BossInfo const* GetBossInfo(uint32 id) const { return &bosses[id]; }
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// Achievement criteria additional requirements check
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// NOTE: not use this if same can be checked existed requirement types from AchievementCriteriaRequirementType
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virtual bool CheckAchievementCriteriaMeet(uint32 /*criteria_id*/, Player const* /*source*/, Unit const* /*target*/ = NULL, uint32 /*miscvalue1*/ = 0);
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// Achievement criteria additional requirements check
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// NOTE: not use this if same can be checked existed requirement types from AchievementCriteriaRequirementType
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virtual bool CheckAchievementCriteriaMeet(uint32 /*criteria_id*/, Player const* /*source*/, Unit const* /*target*/ = NULL, uint32 /*miscvalue1*/ = 0);
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// Checks boss requirements (one boss required to kill other)
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virtual bool CheckRequiredBosses(uint32 /*bossId*/, Player const* /*player*/ = nullptr) const { return true; }
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// Checks boss requirements (one boss required to kill other)
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virtual bool CheckRequiredBosses(uint32 /*bossId*/, Player const* /*player*/ = nullptr) const { return true; }
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void SetCompletedEncountersMask(uint32 newMask, bool save);
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void SetCompletedEncountersMask(uint32 newMask, bool save);
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// Returns completed encounters mask for packets
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uint32 GetCompletedEncounterMask() const { return completedEncounters; }
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// Returns completed encounters mask for packets
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uint32 GetCompletedEncounterMask() const { return completedEncounters; }
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void SendEncounterUnit(uint32 type, Unit* unit = NULL, uint8 param1 = 0, uint8 param2 = 0);
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void SendEncounterUnit(uint32 type, Unit* unit = NULL, uint8 param1 = 0, uint8 param2 = 0);
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virtual void FillInitialWorldStates(WorldPacket& /*data*/) {}
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virtual void FillInitialWorldStates(WorldPacket& /*data*/) {}
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uint32 GetEncounterCount() const { return bosses.size(); }
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uint32 GetEncounterCount() const { return bosses.size(); }
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// Allows to perform particular actions
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virtual void DoAction(int32 /*action*/) {}
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protected:
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void SetBossNumber(uint32 number) { bosses.resize(number); }
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void LoadDoorData(DoorData const* data);
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void LoadMinionData(MinionData const* data);
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// Allows to perform particular actions
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virtual void DoAction(int32 /*action*/) {}
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protected:
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void SetBossNumber(uint32 number) { bosses.resize(number); }
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void LoadDoorData(DoorData const* data);
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void LoadMinionData(MinionData const* data);
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void AddDoor(GameObject* door, bool add);
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void AddMinion(Creature* minion, bool add);
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void AddDoor(GameObject* door, bool add);
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void AddMinion(Creature* minion, bool add);
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void UpdateDoorState(GameObject* door);
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void UpdateMinionState(Creature* minion, EncounterState state);
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void UpdateDoorState(GameObject* door);
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void UpdateMinionState(Creature* minion, EncounterState state);
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std::string LoadBossState(char const* data);
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std::string GetBossSaveData();
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private:
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std::vector<BossInfo> bosses;
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DoorInfoMap doors;
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MinionInfoMap minions;
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uint32 completedEncounters; // completed encounter mask, bit indexes are DungeonEncounter.dbc boss numbers, used for packets
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std::string LoadBossState(char const* data);
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std::string GetBossSaveData();
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private:
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std::vector<BossInfo> bosses;
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DoorInfoMap doors;
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MinionInfoMap minions;
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uint32 completedEncounters; // completed encounter mask, bit indexes are DungeonEncounter.dbc boss numbers, used for packets
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};
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template<class AI, class T>
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