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https://github.com/HarbourMasters/Shipwright.git
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ShadowTag (7.0.1) (#2825)
* Add Checkbox in Extra Modes Spawn Code in mods.cpp Category Change for Clear Room Exclusion Kill Actor if Mode is Disabled * Fix non door scene changes and adds a delay to avoid misfiring or not firing on quick room changes like falling to B1 in Tree and Lost Woods loading triggers. * Requested Updates
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@ -336,6 +336,31 @@ void RegisterRupeeDash() {
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});
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});
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}
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}
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void RegisterShadowTag() {
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static bool shouldSpawn = false;
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static uint16_t delayTimer = 60;
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GameInteractor::Instance->RegisterGameHook<GameInteractor::OnPlayerUpdate>([]() {
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if (!CVarGetInteger("gShadowTag", 0)) {
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return;
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}
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if (shouldSpawn && (delayTimer <= 0)) {
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Actor_Spawn(&gPlayState->actorCtx, gPlayState, ACTOR_EN_WALLMAS, 0, 0, 0, 0, 0, 0, 3, false);
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shouldSpawn = false;
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} else {
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delayTimer--;
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}
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});
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GameInteractor::Instance->RegisterGameHook<GameInteractor::OnSceneSpawnActors>([]() {
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shouldSpawn = true;
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delayTimer = 60;
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});
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GameInteractor::Instance->RegisterGameHook<GameInteractor::OnSceneInit>([](int16_t sceneNum) {
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shouldSpawn = true;
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delayTimer = 60;
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});
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}
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struct DayTimeGoldSkulltulas {
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struct DayTimeGoldSkulltulas {
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uint16_t scene;
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uint16_t scene;
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uint16_t room;
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uint16_t room;
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@ -533,6 +558,7 @@ void InitMods() {
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RegisterAutoSave();
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RegisterAutoSave();
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RegisterDaytimeGoldSkultullas();
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RegisterDaytimeGoldSkultullas();
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RegisterRupeeDash();
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RegisterRupeeDash();
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RegisterShadowTag();
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RegisterHyperBosses();
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RegisterHyperBosses();
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RegisterHyperEnemies();
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RegisterHyperEnemies();
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RegisterBonkDamage();
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RegisterBonkDamage();
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@ -981,6 +981,14 @@ namespace GameMenuBar {
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UIWidgets::Tooltip("Interval between Rupee reduction in Rupee Dash Mode");
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UIWidgets::Tooltip("Interval between Rupee reduction in Rupee Dash Mode");
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}
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}
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UIWidgets::Spacer(0);
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UIWidgets::PaddedEnhancementCheckbox("Shadow Tag Mode", "gShadowTag", true, false);
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if (CVarGetInteger("gShadowTag", 0)) {
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UIWidgets::Tooltip("A wallmaster follows Link everywhere, don't get caught!");
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}
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ImGui::EndMenu();
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ImGui::EndMenu();
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}
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}
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@ -130,6 +130,10 @@ void EnWallmas_Init(Actor* thisx, PlayState* play) {
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this->switchFlag = (u8)(thisx->params >> 0x8);
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this->switchFlag = (u8)(thisx->params >> 0x8);
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thisx->params = thisx->params & 0xFF;
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thisx->params = thisx->params & 0xFF;
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if (this->actor.params == WMT_SHADOWTAG) {
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Actor_ChangeCategory(play, &play->actorCtx, this, ACTORCAT_NPC);
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}
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if (thisx->params == WMT_FLAG) {
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if (thisx->params == WMT_FLAG) {
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if (Flags_GetSwitch(play, this->switchFlag) != 0) {
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if (Flags_GetSwitch(play, this->switchFlag) != 0) {
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Actor_Kill(thisx);
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Actor_Kill(thisx);
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@ -273,7 +277,7 @@ void EnWallmas_ProximityOrSwitchInit(EnWallmas* this) {
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this->timer = 0;
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this->timer = 0;
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this->actor.draw = NULL;
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this->actor.draw = NULL;
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this->actor.flags &= ~ACTOR_FLAG_0;
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this->actor.flags &= ~ACTOR_FLAG_0;
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if (this->actor.params == WMT_PROXIMITY) {
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if (this->actor.params == WMT_PROXIMITY || this->actor.params == WMT_SHADOWTAG) {
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this->actionFunc = EnWallmas_WaitForProximity;
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this->actionFunc = EnWallmas_WaitForProximity;
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} else {
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} else {
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this->actionFunc = EnWallmas_WaitForSwitchFlag;
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this->actionFunc = EnWallmas_WaitForSwitchFlag;
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@ -307,7 +311,12 @@ void EnWallmas_WaitToDrop(EnWallmas* this, PlayState* play) {
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this->timer--;
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this->timer--;
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}
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}
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if ((player->stateFlags1 & 0x100000) || (player->stateFlags1 & 0x8000000) || !(player->actor.bgCheckFlags & 1) ||
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if (this->actor.params == WMT_SHADOWTAG) {
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if ((player->stateFlags1 & 0x100000) || (player->stateFlags1 & 0x8000000) || !(player->actor.bgCheckFlags & 1)) {
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Audio_StopSfxById(NA_SE_EN_FALL_AIM);
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this->timer = 0x82;
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}
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} else if ((player->stateFlags1 & 0x100000) || (player->stateFlags1 & 0x8000000) || !(player->actor.bgCheckFlags & 1) ||
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((this->actor.params == 1) && (320.0f < Math_Vec3f_DistXZ(&this->actor.home.pos, playerPos)))) {
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((this->actor.params == 1) && (320.0f < Math_Vec3f_DistXZ(&this->actor.home.pos, playerPos)))) {
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Audio_StopSfxById(NA_SE_EN_FALL_AIM);
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Audio_StopSfxById(NA_SE_EN_FALL_AIM);
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this->timer = 0x82;
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this->timer = 0x82;
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@ -390,6 +399,11 @@ void EnWallmas_ReturnToCeiling(EnWallmas* this, PlayState* play) {
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EnWallmas_ProximityOrSwitchInit(this);
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EnWallmas_ProximityOrSwitchInit(this);
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}
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}
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}
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}
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if (this->actor.params == WMT_SHADOWTAG) {
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if (!CVarGetInteger("gShadowTag", 0)) {
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Actor_Kill(&this->actor);
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}
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}
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}
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}
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void EnWallmas_TakeDamage(EnWallmas* this, PlayState* play) {
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void EnWallmas_TakeDamage(EnWallmas* this, PlayState* play) {
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@ -419,6 +433,13 @@ void EnWallmas_Die(EnWallmas* this, PlayState* play) {
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Item_DropCollectibleRandom(play, &this->actor, &this->actor.world.pos, 0xC0);
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Item_DropCollectibleRandom(play, &this->actor, &this->actor.world.pos, 0xC0);
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Actor_Kill(&this->actor);
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Actor_Kill(&this->actor);
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}
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}
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if (this->actor.params == WMT_SHADOWTAG) {
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if (!CVarGetInteger("gShadowTag", 0)) {
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Actor_Kill(&this->actor);
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} else {
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EnWallmas_Init(this, play);
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}
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}
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this->actor.scale.z = this->actor.scale.x;
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this->actor.scale.z = this->actor.scale.x;
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this->actor.scale.y = this->actor.scale.x;
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this->actor.scale.y = this->actor.scale.x;
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}
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}
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@ -478,7 +499,8 @@ void EnWallmas_TakePlayer(EnWallmas* this, PlayState* play) {
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void EnWallmas_WaitForProximity(EnWallmas* this, PlayState* play) {
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void EnWallmas_WaitForProximity(EnWallmas* this, PlayState* play) {
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Player* player = GET_PLAYER(play);
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Player* player = GET_PLAYER(play);
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if (Math_Vec3f_DistXZ(&this->actor.home.pos, &player->actor.world.pos) < 200.0f) {
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if (this->actor.params == WMT_SHADOWTAG ||
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Math_Vec3f_DistXZ(&this->actor.home.pos, &player->actor.world.pos) < 200.0f) {
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EnWallmas_TimerInit(this, play);
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EnWallmas_TimerInit(this, play);
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}
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}
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}
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}
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@ -7,7 +7,8 @@
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typedef enum {
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typedef enum {
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/* 0x00 */ WMT_TIMER,
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/* 0x00 */ WMT_TIMER,
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/* 0x01 */ WMT_PROXIMITY,
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/* 0x01 */ WMT_PROXIMITY,
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/* 0x02 */ WMT_FLAG
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/* 0x02 */ WMT_FLAG,
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/* 0x03 */ WMT_SHADOWTAG
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} WallmasType;
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} WallmasType;
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struct EnWallmas;
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struct EnWallmas;
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