Initial check-in

There was an effort to organize the files a little bit for presenting
in this repository. I hope I have included everything needed for both
Glider 4.05 and the Room Editor 1.0.3. The code is in Pascal — THINK
Pascal was used to build the original. I’m not sure how someone would
open the project files (or for that matter the resource files) these
days. Never mind there is also a .o file (SMS.a) representing a
statically linked library (from hand-coded 68K assembly) for doing
performant 4-channel sound on 68K Macs in the day (this was licensed
from Patrick Buckland — I’m sure he won’t mind my preserving it here
for posterity, right?). Art files, sound files of unknown format…. What
a joy it will be sleuthing through these files…. Enjoy.
This commit is contained in:
John Calhoun 2016-01-26 20:30:26 -08:00
parent eb5f66eac4
commit e178486ce8
98 changed files with 41 additions and 0 deletions

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Glider 4.0 Version History 4.00 ¥ Original release. 4.01 ¥ In previous version, if you renamed "The House" to something else, you went through a maze of "bitch-at-you-dialogs" - this version corrects that - now it's: bitch-once/save-new-name (in preferences - the prefs are a resource type found in the Glider app). ¥ Now the Save command is no longer disabled - if a file-not-found comes up, the Save function passes the buck to the Save AsÉ function. ¥ Also I think I did a little tweaking on the "Sound" dialog box - the way it functions. 4.02 ¥ Previous versions obscured the top 20 pixels of the "Help" screens on a Mac Plus, SE, Classic, and SE 30 - this version hides the menu bar on these machines. ¥ Added a typewriter sound when you enter your name for the high scores. 4.03 ¥ Added 4 or 2 channel sound option to "Sound" dialog box - 2 channel is twice as loud and quicker as well (best for the 68000 machines) - 2 channel can sound a tad sloppy though when many sounds are firing at once (not too often and it's not too bad sounding anyway) - setting is stored in the preferences resource. ¥ Added color menu resources for color Macs. ¥ updated Casady & Greene address in About Glider 4.0É dialog box. 4.04 ¥ Fixed bug where "Can't find default house." message came up. ¥ Bumped 'SIZE' resource up from 880K to 920K to fix an out-of-memory problem. 4.05 ¥ Added trademark (ª) symbol to all references to "Glider" (i.e. "Glider ª"). ¥ Renamed graphics files to "Color Art" and "B&W Art" (no longer "Art 16" & "Art 2"). ¥ Added a color animated cursor (a gray-shaded spinning beach ball - was only b&w). ¥ Now refer to the "!Mission Screen Init" as "MacsBug" (the new name we're using). ¥ Word-aligned almost all graphics in the color and b&w art files (this makes the game a tad faster - incidentally, now Glider 4.05 is incompatible with older versions of the graphics files - i.e. "Art 2" and "Art 16" will display improperly). ¥ Yanked out code that checked screen depth at the start of every game (this supposedly starts to choke up the System heap). ¥ If opening an art file fails (file not found), the default name is automatically selected and checked for. ¥ If an art file is opened and found to be the wrong pixel depth, the default art file name is looked for before bugging the user. ¥ Now updates screen after Quit/Save First/ Cancel sequence.

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unit SMS; interface const AnyChannel = -1; SMSTime1 = 26; SMSTime2 = 30; SMSTime4 = 42; procedure SMSInit; procedure SMSExit; procedure SMSSetMode (TheMode: Integer); function SMSGetMode: Integer; procedure SMSSwitcher (TheEvent: EventRecord); procedure SMSStart (SoundID: Integer); procedure SMSStartLo (SoundID: Integer); procedure SMSStartMid (SoundID: Integer); procedure SMSStartHi (SoundID: Integer); procedure SMSStartChan (SoundID, Channel: Integer); procedure SMSStartBind (SoundID: Integer; CompletionProc: Ptr); procedure SMSStartGen (SoundID, Channel, Priority, Repetitions: Integer; CompletionProc: Ptr); procedure SMSStop; procedure SMSStopP (Priority: Integer); procedure SMSStopChan (Channel: Integer); procedure SMSStopGen (Channel, Priority: Integer); procedure SMSLoad (SoundID: Integer); procedure SMSUnload (SoundID: Integer); procedure SMSLock (SoundID: Integer); procedure SMSUnlock (SoundID: Integer); procedure SMSSoundOn; procedure SMSSoundOff; procedure SMSSetState (State: Boolean); function SMSGetState: Boolean; function SMSChannelFree (Channel: Integer): Boolean; function SMSDecompress (TheSound: Handle): Integer; procedure SMSSetTiming (OneChan, TwoChan, ThreeChan: Integer); function SMSSoundManager: Boolean; implementation procedure SMSInit; EXTERNAL; procedure SMSExit; EXTERNAL; procedure SMSSetMode; EXTERNAL; function SMSGetMode; EXTERNAL; procedure SMSSwitcher; EXTERNAL; procedure SMSStart; EXTERNAL; procedure SMSStartLo; EXTERNAL; procedure SMSStartMid; EXTERNAL; procedure SMSStartHi; EXTERNAL; procedure SMSStartChan; EXTERNAL; procedure SMSStartBind; EXTERNAL; procedure SMSStartGen; EXTERNAL; procedure SMSStop; EXTERNAL; procedure SMSStopP; EXTERNAL; procedure SMSStopChan; EXTERNAL; procedure SMSStopGen; EXTERNAL; procedure SMSLoad; EXTERNAL; procedure SMSUnload; EXTERNAL; procedure SMSLock; EXTERNAL; procedure SMSUnlock; EXTERNAL; procedure SMSSoundOn; EXTERNAL; procedure SMSSoundOff; EXTERNAL; procedure SMSSetState; EXTERNAL; function SMSGetState; EXTERNAL; function SMSChannelFree; EXTERNAL; function SMSDecompress; EXTERNAL; procedure SMSSetTiming; EXTERNAL; function SMSSoundManager: Boolean; EXTERNAL; end.

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Glider_Sound_Files/TeaKettle Executable file

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<EFBFBD><EFBFBD>}dm<64>侭嵩kniq<69>rxs}蕪推qjiijy宴vpmiilxus{s|~㈹оsuо<D0BE>pmsx<73>}窮rjkqョ|<7C>s~雌嶋マtysmnrvvy}}~×ru{{|~у€|}〟<7F>€|}』{€<EFBC8D>€|ャ€燕香€}xt}煙給窮€<C280><E289A7><EFBFBD>}{∞<>€<EFBFBD>y〟}<7D>yvмр<7F>~€<>}}€~y€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€€

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Glider_Sound_Files/Yow!-22.glide Executable file

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Glider_Sound_Files/Zap-22.glide Executable file

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Houses/Combo House Executable file

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What is Combo House? This is the original house that came with Glider 4.0 ("The House" & "The House 2") combined with "Mad House" & "Mad House 2" (renamed "Combo House" through "Combo House 4"). As you may remember, the last room in the original house presented you with an open window and a way out of the house. That has been changed in "Combo House" and that room now takes you to the beginning of "Mad House". Why on earth would someone want to do this? Well, because this hybrid house has over 120 rooms! By flying right out of the original house and into the new house, your "score potential" is quite large indeed! But to lessen some of the confusion, the houses were renamed "Combo House". Score big!

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Glass House has (for no particular reason) a window in each of its 62 rooms. In addition, there are a number of unusual features to this house including the Giant Loop-The-Loop, the Split-Level Rooms, The Ring of Fire, and the insidious Cage Rooms. I enjoy designing houses that are fun (not impossible) to play, with a fair amount of surprises, puzzling situations, and visually interesting layouts, and without an overdose of death traps, massive air raids, and clutters of obstacles. Try out my other house designs on AOL: Five Great Houses. All of these scenerios are even more with my Glider 4.06 custom art file: FunArt, also available on AOL. WardHarten

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Houses/Hands-off House Executable file

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This revised version of Hands-off House fixes a minor design flaw that causes the glider to occasionally get fried in room #13. If you have the original version of Hands-Off House, you can make the correction yourself by opening it with the Room Editor and changing the delay time for the left electrical outlet in room #13 from 100 to 110. Hands-off House is a 40 room Glider house that actually PLAYS ITSELF! That's right, you don't have to touch a button to flawlessly navigate through some of the most entertaining room set-ups you've ever seen. This is not a demo on how to play Glider; it is a carefully constructed house using all the familiar objects and elements, but designed in such a way that all you have to do is load the game and sit back and watch! You'll see the glider brave flame and spark, pass between deadly obstacles with microns to spare, and collect every bonus before completing the house. AND IT NEVER CRASHES! This house has some very unusual situations: multiple pathways, circuitous stairways, and recursive patterns, as well as some little oddities like candles that don't burn, outlets that don't shock, and balls that don't bounce. Because the glider's flight path is predetermined by the room set-ups, I have been able to make it do things that it never does in normal play. The result is a very intriguing bit of entertainment for Glider fans. I also have intentionally left this file unlocked so that you may explore the rooms with the Room Editor to find out how certain effects are achieved or to modify room set-ups for your own use. Hands-off House runs flawlessly on my LC II with 32 mhz accellerator. If you notice a performance problem on your Mac (like the glider crashing or bumping an object) I'd like to know about it, since I am assuming it will perform comparably on Macs of various speeds (all the dynamics of the game SHOULD be affected equally by the machine speed). One additional note: although the glider flies the same route each time, scores may vary slightly because of the random behavior in "open window" rooms. (Now I suppose someone will try to get a high score by "goosing" the glider through certain rooms where time bonuses can be improved, but I don't condone this, and anyway there are no batteries offered until the very end of the house.) WardHarten (Ward Hartenstein, Rochester, NY) P.S. Hands-off House looks especially cool with "FunArt" or "FunArt Deluxe", my custom art files for Glider 4.06. You might also try my other house designs "Five Great Houses" and "Glass House" available on AOL.

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Houses/House Full of Stuff Executable file

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The Story of The House Full of Stuff In the beginning there was no House Full of Stuff. Instead, there were lots of little three and four room houses that had been created one after another. I tried to make them bigger, but, to be honest, I got pretty darn sick of testing them out after building three or four rooms. Then, I had this thought: Why not stick all these little houses together, one after another, and make one big house, with lots and lots of stuff? So that's what I did, and now there is one big house, called the House Full of Stuff. As you go through it, you can see how the house is divided into distinct sections; each section was once a little house unto itself. More than just another house file, I believe that this house demonstrates The Way Glider Houses Ought To Be Made. Instead of getting pooped out after creating 30 or so rooms, try making a few small houses over time, and then, when you're ready, copy and paste 'em together. Hints: ¥ Room names sometimes have hints built into them ¥ There are many ways to get through the entire house without hitting every room; however, it is possibleÑand preferable, points-wiseÑto try and get through all of 'em. Questions, Comments: AOL: JeffrC

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The Story of The House Full of Stuff Next Door I got through The House Full of Stuff, and so did a lot of other people. Some people thought some of the rooms, especially early on, were too hard. Others, mainly me, who had gone through it a few times, thought some of the rooms were getting to be too boring. And then there were the people who actually found flaws in some of the rooms. The answer to all of these problems: The House Full of Stuff Next Door. A replica of the original House Full of Stuff, built right next door to the original, but with a variety of improvements and surprises, including lots of new rooms. I wouldn't try this one until completing the original House Full of Stuff. First, House Full of Stuff Next Door is harder. Second, if you try House Full of Stuff first, you can jot down all of the problems and complaints you have with the original, and then get a special thrill as you count how many of them are solved, answered, and/or eliminated in the new version. Hints: ¥ Hints for House Full of Stuff still apply. ¥ Many rooms look exactly like the old versions, but be careful, slight alteration could spell disaster. Questions, Comments: AOL: JeffrC

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House of Doom is suitable for those who have completed the house that came with the game and are looking for a new challenge. It's comparable in difficulty to the 2nd half of the original house. Hints: ¥ Use battery power sparingly. You need a decent amount to finish. ¥ Be very careful going through the last room, as a wrong move can get you into serious difficulty, even with a lot of extra planes. Questions, Comments: AOL: JeffrC [ This is a busy house! That means a faster Mac may be required to get a smooth game. On low-end Macs some rooms may feel sluggish. - john]

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Houses/Lumpy's Home Executable file

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Dear Glider 4.0 Fans, Hello, my name is Tony Korlath and I designed Lumpy's Home. This was my first experience with using the Editor program and it worked quite nicely. Lumpy's Home took me about 3 hours to design. The fun part about designing your own home is that you can make it as hard or as easy as you would like. There is a least one hidden room, and I hope that you can find it. Good Luck and Happy Gliding, Tony Korlath

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Welcome to the Mad House! This is a very difficult house to get through. I don't want to spoil it too much with a lot of hints, but I will reveal that the house is something of a maze. There are many, many rooms where you have several ways you can go. Some directions lead to certain entrapment and no return. Other directions lead to the way out. There are many ways to get through the house but an equal number of ways you can go in which you most certainly will not get through. A final hint: there are a lot of tough rooms where timing is VERY critical. This house is for the people who thought the original house (The House) was too easy. Good luck! john calhoun-

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Houses/Rising Sun Read Me.txt Executable file
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9/2/92 Hello! This is the README File to accompany "House of the Rising Sun." I created this house over the course of about one month, after finally completing "The House" that came with Glider 4.0. I figured I would give creating my own house a shot, and never realized that it would be so fun thinking up ways to make a plane crash. I'm an Apple Educational Systems Engineer for a dealership in Pennsylvania, and seeing as there aren't many schools needing Macs fixed or labs installed over the summer, I had more free time than I should have. Playing Glider helped me while away the hours. I uploaded the house to America Online and, to ensure that my work was not wasted, offered $10.00 to the first person to send me a screen shot of the completed house. I also offered $20.00 to anyone who could beat my high score. (It was 1.6 million, but then again, I knew where everything was). About 3 weeks later, I was $30.00 poorer. The same day I realized I would have to part with the other $20.00, John Calhoun E-Mailed me and said that he was interested in my house being in a collection of houses to be sold commercially. I was amazed. This was such an honor. I fixed some things here, moved some things there, and thought up some more funky names for the rooms. I took great pleasure in naming the rooms such that they would either help you get through the room, make you laugh, or just go, "Huh?" I am pleased to present House of the Rising Sun. 120 Rooms, More clocks than Pink Floyd's "Dark Side of the Moon," More balloons than a Republican National Convention, Millions of points, and, hopefully, hours of gliding pleasure. Thank you and have a nice day. Steve Sullivan Comments, suggestions, etc. may be sent to: AOL:ACME Steve AppleLink: CWED.LANG2 Internet: CWED.LANG2@applelink.apple.com

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Houses/Usher House Executable file

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Houses/Usher House Read Me.txt Executable file
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Usher House - IÕm one of the many starving 14 year olds who got up to his ears in debt to purchase Glider... It was well worth it. IÕve been using MacÕs for seven years, six years of which were with an Original Macintosh, with a few upgrades (Do you remember those 128k machines?). Currently IÕm using a Mac IIsi. This house was written one lonely evening when IÕd gotten bored with houses that were NICE to the people in them. It originally had no gliders, batteries, rubber bands, or bonuses of any kind. I didnÕt just smother people with a dozen shredders in every room, but I came pretty darn close to it. It was, of course, nearly impossible to complete. I toned down the horror a little bit, and added some food in strategic places, which usually takes off more than it gives. When you try to complete the house, remember to use the time-honored practice of getting through fast, then going back for the goodies. ItÕs now a 30 room house, with a good 100,000 points if you complete it. Have fun! Any and all comments are welcome. You can reach me as Phexem on America Online, or through Snail Mail at: Brian Eaton 1204 Milan Ave. S. Pasadena, CA 91030 [ This is one of the most difficult houses I've ever come across. Be warned. Also, some of the rooms are very busy - on a slow Mac it may feel sluggish. - john]

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RoomEditor_103/Editor.project Executable file
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RoomEditor_103/Editor.rsrc Executable file
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Room Editor Version History 1.00 ¥ Original release. 1.01 ¥ I don;t remember what I added to this upgrade. 1.02 ¥ Handle the mix-up when checking 'deep' resource in art files. ¥ Updated Casady & Greene, Inc. address in About Room Editor 1.0É dialog box. ¥ Got rid of that Glider 1.0 panel that would come up in About Room Editor 1.0É box. 1.03 ¥ Renamed art files to "B&W Art" and "Color Art". ¥ Upgraded to "AboutÉ 2.1" library. ¥ Added a color animated cursor (just like Glider 4.05). ¥ Opening art files is 'smarter' (i.e. will first check for appropriate default file names - if in color mode, the Editor looks for "Color Art"). ¥ Fixed the 'glide ratio' bug where the glider flew farther in the Room Editor with respect to Glider itself. ¥ The "House InfoÉ" dialog box now supports locking of a house (you can't unlock it though). ¥ The grease is now "operational" - you can slide along it.

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unit About; { version 2.1 last update: 1/1/92 } {} {} { AboutÉ is copyrighted, and I reserve all rights to it; both source and} { compiled versions. Please do not distribute this source without my} { permission, or remove this notice. Thanks.} {} { Jon Wind (AboutÉ)} { 2374 Hillwood Drive} { Maplewood, MN 55119} {} { 2.1 Changes } { Updated demo to work properly with System 7.0 and added popup menu for window types } { Improved overall stability of AboutÉ unit, especially in tight memory situations } { Added support for movableDBoxProc window type } { Added support for plainDBox window type to be drawn with only scrollable text } {} { 2.0 Changes } { Created Modal and Modeless versions } { Added optional support for display of styled text } { Added support for copying styled text } { Added ability to specify how window will be centered instead of just center or not center } { Improved error checking in low memory conditions } { Shift-command-c will now also copy text } { Method of obtaining main window rect should now work for DAs, cdevs, etc } { Window dragging now gets bounds from GrayRgn } { Window centering routines now shift the window as neccessary to keep it entirely onscreen } { Option clicking in the window displays the version instead of option clicking anywhere } { OK button is now horizontally centered if MainIcon = NoIcon & Length(WinMsg) = 0; set WinMsg to an invisible character to not center it } { OK button is disabled and default roundrect is drawn in gray if the (modeless) About window is not in front } { Added support for close box instead of OK button for noGrowDocProc or rDocProc windows } { Scrolling text area is extended downward if MainIcon = NoIcon & Length(WinMsg) = 0 } { Control and window auxRecs are now used for frame and background colors } {} {$R-} interface const AboutVersion = 'AboutÉ 2.1'; AboutNoIcon = -1; AboutNoCenter = -1; AboutTopCenter = 0; AboutMainCenter = 1; AboutMsg = 0; AboutTEXT = 1; movableDBoxProc = 5; type AboutFontRec = record Font, Size: Integer; Face: Style; Color: Integer; end; AboutRec = record FontInfo: array[AboutMsg..AboutTEXT] of AboutFontRec; TEXTCopy, KeyEquivs, CloseBox, Styled: Boolean; CenterMode, MainIcon, ClickIcon: Integer; ClickMsg: Str255; end; { Note: font color(s) must be blackColor, whiteColor, redColor, greenColor, blueColor, cyanColor, magentaColor, or yellowColor } { Note: if MainIcon = AboutNoIcon then no icon will be drawn } { Note: if ClickIcon = AboutNoIcon then no icon will be drawn when original icon is clicked on } { Note: if CenterMode = AboutNoCenter the window will use the supplied coordinates and will not be centered } { Note: if CenterMode = AboutTopCenter the window will be centered on the front window or the main monitor if there is no front window } { Note: if CenterMode = AboutMainCenter the window will be centered on the main monitor } { Note: if Length(ClickMsg) = 0 then no message will be drawn when original icon is clicked on } { Note: CloseBox will be ignored for dBoxProc, altDBoxProc, and movableDBoxProc windows } { Modal procedure: } { this routine does everything, returning to calling proc only after the window is dismissed... } procedure BuildAbout (WinRect: Rect; WinProc, TEXTid: Integer; WinTitle, WinMsg: Str255; WinMisc: AboutRec); { Modeless procedures: } { returns true if the specified window is an About window; otherwise returns false } function IsAboutWindow (theWindow: WindowPtr): Boolean; { open About window and return pointer to it - returns NIL if window is not created } { Note: you should keep track of this pointer only if you wish to keep specific track of it } function OpenAbout (WinRect: Rect; WinProc, TEXTid: Integer; WinTitle, WinMsg: Str255; WinMisc: AboutRec): WindowPtr; { handle event relating to About window, ie updateEvt, activateEvt, mouseDown, keyDown, etcÉ } { Note: this proc should be called after every event for each About window for everything to work correctly } { Note: this proc calls the CloseAbout proc if the OK button or close box is selected } { Note: you can filter events passed to it to simulate a modal dialog } procedure HandleAbout (var theWindow: WindowPtr; var theEvent: EventRecord); { close the specified About window, kill data structures associated with it, and set theWindow to NILÉ } { Note: this proc is called by the HandleAbout proc when an About window is dismissed by selecting its OK button } { Note: this proc should be called when the program needs to remove an About window } procedure CloseAbout (var theWindow: WindowPtr); implementation procedure BuildAbout; external; function IsAboutWindow; external; function OpenAbout; external; procedure HandleAbout; external; procedure CloseAbout; external; end.

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