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https://github.com/mod-playerbots/mod-playerbots.git
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@@ -1,5 +1,6 @@
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/*
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license, you may redistribute it and/or modify it under version 2 of the License, or (at your option), any later version.
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license, you may redistribute it
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* and/or modify it under version 2 of the License, or (at your option), any later version.
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*/
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#ifndef _PLAYERBOT_ACTION_H
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@@ -15,108 +16,119 @@ class Unit;
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class NextAction
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{
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public:
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NextAction(std::string const name, float relevance = 0.0f) : relevance(relevance), name(name) { } // name after relevance - whipowill
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NextAction(NextAction const& o) : relevance(o.relevance), name(o.name) { } // name after relevance - whipowill
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public:
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NextAction(std::string const name, float relevance = 0.0f)
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: relevance(relevance), name(name) {} // name after relevance - whipowill
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NextAction(NextAction const& o) : relevance(o.relevance), name(o.name) {} // name after relevance - whipowill
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std::string const getName() { return name; }
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float getRelevance() {return relevance;}
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std::string const getName() { return name; }
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float getRelevance() { return relevance; }
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static uint32 size(NextAction** actions);
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static NextAction** clone(NextAction** actions);
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static NextAction** merge(NextAction** what, NextAction** with);
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static NextAction** array(uint32 nil,...);
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static void destroy(NextAction** actions);
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static uint32 size(NextAction** actions);
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static NextAction** clone(NextAction** actions);
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static NextAction** merge(NextAction** what, NextAction** with);
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static NextAction** array(uint32 nil, ...);
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static void destroy(NextAction** actions);
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private:
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float relevance;
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std::string const name;
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private:
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float relevance;
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std::string const name;
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};
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class Action : public AiNamedObject
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{
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public:
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enum class ActionThreatType
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{
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None = 0,
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Single = 1,
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Aoe = 2
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};
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public:
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enum class ActionThreatType
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{
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None = 0,
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Single = 1,
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Aoe = 2
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};
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Action(PlayerbotAI* botAI, std::string const name = "action") : AiNamedObject(botAI, name), verbose(false) { } // verbose after ainamedobject - whipowill
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virtual ~Action(void) { }
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Action(PlayerbotAI* botAI, std::string const name = "action")
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: AiNamedObject(botAI, name), verbose(false) {} // verbose after ainamedobject - whipowill
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virtual ~Action(void) {}
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virtual bool Execute([[maybe_unused]] Event event) { return true; }
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virtual bool isPossible() { return true; }
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virtual bool isUseful() { return true; }
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virtual NextAction** getPrerequisites() { return nullptr; }
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virtual NextAction** getAlternatives() { return nullptr; }
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virtual NextAction** getContinuers() { return nullptr; }
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virtual ActionThreatType getThreatType() { return ActionThreatType::None; }
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void Update() { }
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void Reset() { }
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virtual Unit* GetTarget();
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virtual Value<Unit*>* GetTargetValue();
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virtual std::string const GetTargetName() { return "self target"; }
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void MakeVerbose() { verbose = true; }
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void setRelevance(uint32 relevance1) { relevance = relevance1; };
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virtual float getRelevance() { return relevance; }
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virtual bool Execute([[maybe_unused]] Event event) { return true; }
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virtual bool isPossible() { return true; }
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virtual bool isUseful() { return true; }
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virtual NextAction** getPrerequisites() { return nullptr; }
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virtual NextAction** getAlternatives() { return nullptr; }
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virtual NextAction** getContinuers() { return nullptr; }
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virtual ActionThreatType getThreatType() { return ActionThreatType::None; }
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void Update() {}
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void Reset() {}
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virtual Unit* GetTarget();
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virtual Value<Unit*>* GetTargetValue();
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virtual std::string const GetTargetName() { return "self target"; }
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void MakeVerbose() { verbose = true; }
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void setRelevance(uint32 relevance1) { relevance = relevance1; };
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virtual float getRelevance() { return relevance; }
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protected:
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bool verbose;
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float relevance = 0;
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protected:
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bool verbose;
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float relevance = 0;
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};
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class ActionNode
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{
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public:
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ActionNode(std::string const name, NextAction** prerequisites = nullptr, NextAction** alternatives = nullptr, NextAction** continuers = nullptr) :
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name(name), action(nullptr), continuers(continuers), alternatives(alternatives), prerequisites(prerequisites) { } // reorder arguments - whipowill
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public:
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ActionNode(std::string const name, NextAction** prerequisites = nullptr, NextAction** alternatives = nullptr,
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NextAction** continuers = nullptr)
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: name(name), action(nullptr), continuers(continuers), alternatives(alternatives), prerequisites(prerequisites)
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{
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} // reorder arguments - whipowill
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virtual ~ActionNode()
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{
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NextAction::destroy(prerequisites);
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NextAction::destroy(alternatives);
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NextAction::destroy(continuers);
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}
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virtual ~ActionNode()
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{
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NextAction::destroy(prerequisites);
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NextAction::destroy(alternatives);
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NextAction::destroy(continuers);
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}
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Action* getAction() { return action; }
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void setAction(Action* action) { this->action = action; }
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std::string const getName() { return name; }
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Action* getAction() { return action; }
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void setAction(Action* action) { this->action = action; }
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std::string const getName() { return name; }
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NextAction** getContinuers() { return NextAction::merge(NextAction::clone(continuers), action->getContinuers()); }
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NextAction** getAlternatives() { return NextAction::merge(NextAction::clone(alternatives), action->getAlternatives()); }
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NextAction** getPrerequisites() { return NextAction::merge(NextAction::clone(prerequisites), action->getPrerequisites()); }
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NextAction** getContinuers() { return NextAction::merge(NextAction::clone(continuers), action->getContinuers()); }
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NextAction** getAlternatives()
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{
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return NextAction::merge(NextAction::clone(alternatives), action->getAlternatives());
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}
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NextAction** getPrerequisites()
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{
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return NextAction::merge(NextAction::clone(prerequisites), action->getPrerequisites());
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}
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private:
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std::string const name;
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Action* action;
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NextAction** continuers;
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NextAction** alternatives;
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NextAction** prerequisites;
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private:
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std::string const name;
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Action* action;
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NextAction** continuers;
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NextAction** alternatives;
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NextAction** prerequisites;
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};
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class ActionBasket
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{
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public:
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ActionBasket(ActionNode* action, float relevance, bool skipPrerequisites, Event event);
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public:
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ActionBasket(ActionNode* action, float relevance, bool skipPrerequisites, Event event);
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virtual ~ActionBasket(void) { }
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virtual ~ActionBasket(void) {}
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float getRelevance() {return relevance;}
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ActionNode* getAction() {return action;}
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Event getEvent() { return event; }
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bool isSkipPrerequisites() { return skipPrerequisites; }
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void AmendRelevance(float k) { relevance *= k; }
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void setRelevance(float relevance) { this->relevance = relevance; }
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bool isExpired(uint32 msecs);
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float getRelevance() { return relevance; }
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ActionNode* getAction() { return action; }
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Event getEvent() { return event; }
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bool isSkipPrerequisites() { return skipPrerequisites; }
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void AmendRelevance(float k) { relevance *= k; }
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void setRelevance(float relevance) { this->relevance = relevance; }
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bool isExpired(uint32 msecs);
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private:
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ActionNode* action;
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float relevance;
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bool skipPrerequisites;
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Event event;
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uint32 created;
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private:
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ActionNode* action;
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float relevance;
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bool skipPrerequisites;
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Event event;
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uint32 created;
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};
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#endif
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