2014-12-31 00:59:59 +01:00
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; KOLIBRI PUZZLE CHALLENGE
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TILE.W=64
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TILE.H=64
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MAP.X=TILE.W
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MAP.Y=TILE.H
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MAP.W=8
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MAP.H=8
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PUZZLE.W=MAP.W*TILE.W
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PUZZLE.H=MAP.H*TILE.H
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WINDOW.W=PUZZLE.W+(TILE.W*2)
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WINDOW.H=PUZZLE.H+(TILE.H*2)
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include 'a.inc'
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text title(64)='Kolibri Puzzle Challenge'
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align
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integer scene
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numeric SCENE.*, TITLE, PLAY, SOLVED
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integer solved, select.x, select.y
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puzzle: db (MAP.W*MAP.H*4) dup(0)
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numeric NORMAL, ROTATE.R, INVERT.XY, ROTATE.L
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IMAGE piece.i
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piece.pixels: db (TILE.W*TILE.H*4) dup(0)
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BOX my.box, puzzle.box
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integer grid.color=WHITE
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IMAGE kolibri.i='kolibri', logo.i='logo2',\
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wood1.i='wood1', wood2.i='wood2',\
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close.i='x', solved.i='solved'
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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get.random equ random.x ROTATE.R, ROTATE.L
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function erase.puzzle
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memory.zero piece.pixels, (TILE.W*TILE.H*4)
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endf
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function randomize.puzzle
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locals q, n
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alias p=r0, x=r1
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. q=puzzle, n=(MAP.W*MAP.H)
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loop n
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2014-12-31 02:22:51 +01:00
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get x=get.random
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. p=q, (u32) *p=x, q+4
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2014-12-31 00:59:59 +01:00
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endl
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endf
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function reset.game
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randomize.puzzle
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endf
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function on.create
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erase.puzzle
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. scene=SCENE.TITLE
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set.box puzzle.box,\
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MAP.X, MAP.Y, PUZZLE.W, PUZZLE.H
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endf
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function is.solved
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locals n
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alias p=r0, x=r1
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. p=puzzle, n=(MAP.W*MAP.H)
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loop n, (u32) x=*p++
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if x<>NORMAL, return 0, end
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endl
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endf 1
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function get.piece, x, y
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. r0=y, r0*MAP.W, r0+x, r0*4, r0+puzzle
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endf
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function get.piece.rotate, x, y
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get.piece x, y
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. (u32) r0=*r0
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endf
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function set.piece.rotate, x, y, r
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if r>ROTATE.L, r=0, end
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get.piece x, y
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. r1=r, (u32) *r0=r1
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is.solved
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if true
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. scene=SCENE.SOLVED
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end
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endf
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function copy.piece, x, y
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locals w, h, pw
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alias p=r0, s=r1, n=r2
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. p=piece.pixels, piece.i.p=p
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. piece.i.w=TILE.W, piece.i.h=TILE.H
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. n=PUZZLE.W, n*4, pw=n
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. n=y, n*pw, n*TILE.W
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. s=x, s*TILE.W, s*4, n+s
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. s=kolibri.i.p, s+n
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. h=TILE.H
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loop h, w=TILE.W
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loop w, (u32) *p++=*s++
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endl
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. n=TILE.W, n*4, s-n, s+pw
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endl
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endf
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function draw.piece, px, py, x, y
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locals z
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get z=get.piece.rotate px, py
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copy.piece px, py
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if z=NORMAL
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draw.image piece.i, x, y
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else.if z=ROTATE.R
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draw.image.rr piece.i, x, y
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else.if z=INVERT.XY
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. r0=y, r0+TILE.H
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draw.image.ixy piece.i, x, r0
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else.if z=ROTATE.L
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draw.image.rl piece.i, x, y
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end
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endf
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function draw.puzzle
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locals x, y
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. y=0
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while y<8, x=0
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while x<8
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. r0=x, r0*TILE.W, r0+MAP.X
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. r1=y, r1*TILE.H, r1+MAP.Y
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draw.piece x, y, r0, r1
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. x++
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endw
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. y++
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endw
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endf
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function draw.grid
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locals x, y
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. y=0
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while y<8, x=0
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while x<8
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. r0=x, r0*TILE.W, r0+MAP.X
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. r1=y, r1*TILE.H, r1+MAP.Y
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draw.outline r0, r1,\
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TILE.W, TILE.H, grid.color
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. x++
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endw
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. y++
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endw
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endf
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function draw.wood.frame
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draw.image wood1.i, 0, 0
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draw.image wood1.i, 0, WINDOW.H-TILE.H
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draw.image wood2.i, 0, TILE.H
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draw.image wood2.i, WINDOW.W-TILE.W, TILE.H
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draw.image close.i, WINDOW.W-40, 8
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endf
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function on.draw
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draw.wood.frame
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draw.puzzle
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if scene=SCENE.TITLE
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draw.box.o puzzle.box, grid.color
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end
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if scene=SCENE.PLAY
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draw.grid
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end
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if scene=SCENE.SOLVED
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draw.image.v solved.i, 132, 13, WHITE
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else
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draw.image.v logo.i, 180, 13, WHITE
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end
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endf
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function on.key
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; ...
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endf
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function get.select.xy
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. r0=mouse.x, r0-MAP.X, r0-WINDOW.X
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. r1=TILE.W, r0/r1, select.x=r0
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. r0=mouse.y, r0-MAP.Y, r0-WINDOW.Y
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. r1=TILE.H, r0/r1, select.y=r0
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endf
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function on.mouse
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locals r
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if mouse.event='c'
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. r0=&close.i.x
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if.select r0
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exit
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end
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if scene=SCENE.TITLE
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reset.game
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. scene=SCENE.PLAY
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go .draw
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end
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if scene=SCENE.PLAY
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if.select puzzle.box
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get.select.xy
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get r=get.piece.rotate \
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select.x, select.y
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. r++
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set.piece.rotate \
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select.x, select.y, r
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go .draw
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end
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end
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if scene=SCENE.SOLVED
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reset.game
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. scene=SCENE.TITLE
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go .draw
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end
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.draw:
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render
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end
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endf
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function on.timer
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; ...
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endf
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function on.exit
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; ...
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endf
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