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243 lines
3.8 KiB
ArmAsm
243 lines
3.8 KiB
ArmAsm
;
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; players
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; Code and data structures related to the players
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;
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; Created by Quinn Dunki on 8/13/17
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;
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playerData:
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; gameobject data
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.word 0 ; X pos in pixels (from left terrain edge)
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.word 0 ; Y pos in pixels (from bottom terrain edge)
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.word 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 ; Saved background
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.word 45 ; Angle in degrees from +X
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.word 1 ; Power
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.word 100 ; Anger
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.byte 8,"SPROCKET " ; Name
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.word 0,0,0,0,0,0 ;Padding
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; gameobject data
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.word 0 ; X pos in pixels (from left terrain edge)
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.word 0 ; Y pos in pixels (from bottom terrain edge)
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.word 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 ; Saved background
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.word 45 ; Angle in degrees from +X
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.word 1 ; Power
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.word 100 ; Anger
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.byte 8,"TINKER " ; Name
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.word 0,0,0,0,0,0 ;Padding
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PD_ANGLE = 36
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PD_POWER = 38
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PD_ANGER = 40
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PD_NAME = 42
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PD_SIZE = 64
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.macro PLAYERPTR_Y
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tya ; Pointer to player structure from index
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asl
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asl
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asl
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asl
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asl
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asl
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tay
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.endmacro
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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; playerCreate
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;
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; A = Player X pos
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; Y = Index
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; Trashes SCRATCHL
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;
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playerCreate:
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pha
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PLAYERPTR_Y
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sty SCRATCHL
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pla
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sta playerData+GO_POSX,y
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lda #playerData
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clc
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adc SCRATCHL
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sta PARAML0
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jsr placeGameObjectOnTerrain
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rts
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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; playerDeltaAngle
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;
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; Y = Player index
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; X = Delta
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;
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playerDeltaAngle:
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SAVE_AXY
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PLAYERPTR_Y
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txa
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clc
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adc playerData+PD_ANGLE,y
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bmi playerDeltaAngleClampLow
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cmp #180
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bpl playerDeltaAngleClampHigh
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playerDeltaAngleStore:
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sta playerData+PD_ANGLE,y
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RESTORE_AXY
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rts
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playerDeltaAngleClampLow:
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lda #0
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bra playerDeltaAngleStore
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playerDeltaAngleClampHigh:
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lda #180
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bra playerDeltaAngleStore
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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; playerDeltaPower
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;
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; Y = Player index
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; X = Delta
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;
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playerDeltaPower:
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SAVE_AXY
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PLAYERPTR_Y
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txa
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clc
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adc playerData+PD_POWER,y
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beq playerDeltaPowerClampLow
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cmp #15
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bpl playerDeltaPowerClampHigh
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playerDeltaPowerStore:
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sta playerData+PD_POWER,y
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RESTORE_AXY
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rts
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playerDeltaPowerClampLow:
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lda #1
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bra playerDeltaPowerStore
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playerDeltaPowerClampHigh:
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lda #15
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bra playerDeltaPowerStore
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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; playerFire
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;
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; Y = Player index
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;
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playerFire:
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pha
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PLAYERPTR_Y
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lda playerData+GO_POSX,y
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sta projectileParams
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lda playerData+GO_POSY,y
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clc
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adc #GAMEOBJECTHEIGHT
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sta projectileParams+2
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lda playerData+PD_ANGLE,y
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sta projectileParams+4
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lda playerData+PD_POWER,y
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sta projectileParams+6
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jsr fireProjectile
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pla
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rts
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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; playerIntersectRect
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;
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; Y = Player index
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; rectParams = Rectangle to intersect with us
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; A => non zero if rectangle is intersecting player
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;
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playerIntersectRect:
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PLAYERPTR_Y
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lda playerData+GO_POSX,y
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sta rectParams2+0
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lda playerData+GO_POSY,y
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sta rectParams2+2
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lda #GAMEOBJECTWIDTH
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sta rectParams2+4
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lda #GAMEOBJECTHEIGHT
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sta rectParams2+6
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jsr intersectRectRect
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rts
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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; renderPlayers
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;
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;
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renderPlayers:
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RENDER_GAMEOBJECT playerData
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RENDER_GAMEOBJECT playerData+PD_SIZE
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rts
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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; renderPlayerHeader
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;
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; Y = Player index to render
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;
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renderPlayerHeader:
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SAVE_AXY
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PLAYERPTR_Y
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ldx #0
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tya
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clc
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adc #playerData
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adc #PD_NAME
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jsr DrawString
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ldx #48
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lda #angleStr
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jsr DrawString
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lda playerData+PD_ANGLE,y
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ldx #56
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jsr drawNumber
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ldx #68
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lda #powerStr
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jsr DrawString
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lda playerData+PD_POWER,y
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ldx #76
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jsr drawNumber
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ldx #88
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lda #angerStr
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jsr DrawString
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lda playerData+PD_ANGER,y
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ldx #96
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jsr drawNumber
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RESTORE_AXY
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rts
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angleStr:
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pstring "*: "
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powerStr:
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pstring "+: "
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angerStr:
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pstring "): "
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