Core: Remove a few warnings (unused variables), clean up tabs whitespaces
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@@ -411,7 +411,7 @@ void WorldSession::HandleCharCreateCallback(PreparedQueryResult result, Characte
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/** This is a series of callbacks executed consecutively as a result from the database becomes available.
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This is much more efficient than synchronous requests on packet handler, and much less DoS prone.
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It also prevents data syncrhonisation errors.
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*/
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*/
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switch (createInfo->Stage)
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{
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case 0:
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@@ -427,7 +427,7 @@ void WorldSession::HandleCharCreateCallback(PreparedQueryResult result, Characte
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return;
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}
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ASSERT(_charCreateCallback.GetParam() == createInfo);
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ASSERT(_charCreateCallback.GetParam() == createInfo);
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PreparedStatement* stmt = LoginDatabase.GetPreparedStatement(LOGIN_GET_SUM_REALMCHARS);
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stmt->setUInt32(0, GetAccountId());
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@@ -462,7 +462,7 @@ void WorldSession::HandleCharCreateCallback(PreparedQueryResult result, Characte
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}
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ASSERT(_charCreateCallback.GetParam() == createInfo);
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ASSERT(_charCreateCallback.GetParam() == createInfo);
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PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_GET_SUM_CHARS);
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stmt->setUInt32(0, GetAccountId());
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@@ -494,7 +494,7 @@ void WorldSession::HandleCharCreateCallback(PreparedQueryResult result, Characte
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bool allowTwoSideAccounts = !sWorld->IsPvPRealm() || sWorld->getBoolConfig(CONFIG_ALLOW_TWO_SIDE_ACCOUNTS) || GetSecurity() > SEC_PLAYER;
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uint32 skipCinematics = sWorld->getIntConfig(CONFIG_SKIP_CINEMATICS);
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_charCreateCallback.FreeResult();
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if (!allowTwoSideAccounts || skipCinematics == 1 || createInfo->Class == CLASS_DEATH_KNIGHT)
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@@ -944,7 +944,7 @@ void WorldSession::SetPlayer(Player *plr)
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void WorldSession::InitializeQueryCallbackParameters()
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{
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// Callback parameters that have pointers in them should be properly
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// Callback parameters that have pointers in them should be properly
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// initialized to NULL here.
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_charCreateCallback.SetParam(NULL);
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}
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@@ -181,8 +181,8 @@ class CharacterCreateInfo
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friend class Player;
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protected:
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CharacterCreateInfo(std::string name, uint8 race, uint8 cclass, uint8 gender, uint8 skin, uint8 face, uint8 hairStyle, uint8 hairColor, uint8 facialHair, uint8 outfitId,
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WorldPacket& data) : Name(name), Race(race), Class(cclass), Gender(gender), Skin(skin), Face(face), HairStyle(hairStyle), HairColor(hairColor), FacialHair(facialHair),
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CharacterCreateInfo(std::string name, uint8 race, uint8 cclass, uint8 gender, uint8 skin, uint8 face, uint8 hairStyle, uint8 hairColor, uint8 facialHair, uint8 outfitId,
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WorldPacket& data) : Name(name), Race(race), Class(cclass), Gender(gender), Skin(skin), Face(face), HairStyle(hairStyle), HairColor(hairColor), FacialHair(facialHair),
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OutfitId(outfitId), Data(data), CharCount(0), Stage(0)
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{}
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@@ -921,7 +921,7 @@ class WorldSession
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{
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return _allowedCharsToLogin.find(lowGUID) != _allowedCharsToLogin.end();
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}
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// this stores the GUIDs of the characters who can login
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// characters who failed on Player::BuildEnumData shouldn't login
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std::set<uint32> _allowedCharsToLogin;
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@@ -42,7 +42,7 @@ class Aura;
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//
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// in aura handler there should be check for modes:
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// AURA_EFFECT_HANDLE_REAL set
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// AURA_EFFECT_HANDLE_SEND_FOR_CLIENT_MASK set
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// AURA_EFFECT_HANDLE_SEND_FOR_CLIENT_MASK set
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// AURA_EFFECT_HANDLE_CHANGE_AMOUNT_MASK set - aura is recalculated or is just applied/removed - need to redo all things related to m_amount
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// AURA_EFFECT_HANDLE_CHANGE_AMOUNT_SEND_FOR_CLIENT_MASK - logical or of above conditions
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// AURA_EFFECT_HANDLE_STAT - set when stats are reapplied
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@@ -850,7 +850,7 @@ void AuraEffect::CalculatePeriodic(Unit* caster, bool create, bool load)
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// reset periodic timer on aura create or on reapply when aura isn't dot
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// possibly we should not reset periodic timers only when aura is triggered by proc
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// or maybe there's a spell attribute somewhere
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bool resetPeriodicTimer = create
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bool resetPeriodicTimer = create
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|| ((GetAuraType() != SPELL_AURA_PERIODIC_DAMAGE) && (GetAuraType() != SPELL_AURA_PERIODIC_DAMAGE_PERCENT));
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if (resetPeriodicTimer)
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@@ -5409,7 +5409,7 @@ void AuraEffect::HandleAuraLinked(AuraApplication const* aurApp, uint8 mode, boo
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else if (mode & AURA_EFFECT_HANDLE_REAPPLY && apply)
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{
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uint64 casterGUID = IsSpellRequiringFocusedTarget(GetSpellProto()) ? GetCasterGUID() : target->GetGUID();
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// change the stack amount to be equal to stack amount of our aura
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if (Aura* triggeredAura = target->GetAura(triggeredSpellId, casterGUID))
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triggeredAura->ModStackAmount(GetBase()->GetStackAmount() - triggeredAura->GetStackAmount());
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@@ -75,13 +75,13 @@ class boss_rajaxx : public CreatureScript
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events.ScheduleEvent(EVENT_THUNDERCRASH, 12000);
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}
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void JustDied(Unit* killer)
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void JustDied(Unit* /*killer*/)
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{
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//SAY_DEATH
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_JustDied();
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}
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void EnterCombat(Unit* victim)
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void EnterCombat(Unit* /*victim*/)
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{
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_EnterCombat();
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}
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@@ -872,7 +872,7 @@ class spell_pool_of_tar : public CreatureScript
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me->CastSpell(me, SPELL_BLAZE, true);
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}
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void UpdateAI(uint32 const diff) {}
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void UpdateAI(uint32 const /*diff*/) {}
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};
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CreatureAI* GetAI(Creature* creature) const
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@@ -449,7 +449,7 @@ class spell_ignis_slag_pot : public SpellScriptLoader
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aurEffCaster->CastSpell(target, SPELL_SLAG_POT_DAMAGE, true);
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}
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void OnRemove(AuraEffect const* aurEff, AuraEffectHandleModes /*mode*/)
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void OnRemove(AuraEffect const* /*aurEff*/, AuraEffectHandleModes /*mode*/)
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{
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if (GetTarget()->isAlive())
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GetTarget()->CastSpell(GetTarget(), SPELL_SLAG_IMBUED, true);
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@@ -314,7 +314,7 @@ class boss_xt002 : public CreatureScript
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// Need this so we can properly determine when to expose heart again in damagetaken hook
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if (me->GetHealthPct() > (25 * (4 - _heartExposed)))
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++_heartExposed;
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_healthRecovered = true;
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}
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}
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@@ -453,7 +453,7 @@ class mob_xt002_heart : public CreatureScript
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{
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xt002->AI()->SetData(DATA_TRANSFERED_HEALTH, me->GetMaxHealth());
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xt002->AI()->DoAction(ACTION_ENTER_HARD_MODE);
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damage = 0;
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damage = 0;
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}
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}
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@@ -576,14 +576,14 @@ class mob_pummeller : public CreatureScript
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DoCast(me->getVictim(), SPELL_TRAMPLE);
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_trampleTimer = TIMER_TRAMPLE;
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}
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else
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else
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_trampleTimer -= diff;
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if (_uppercutTimer <= diff)
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{
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DoCast(me->getVictim(), SPELL_UPPERCUT);
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_uppercutTimer = TIMER_UPPERCUT;
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}
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}
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else
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_uppercutTimer -= diff;
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}
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@@ -686,7 +686,7 @@ class mob_boombot : public CreatureScript
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}
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}
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void UpdateAI(uint32 const diff)
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void UpdateAI(uint32 const /*diff*/)
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{
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if (!UpdateVictim())
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return;
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@@ -719,7 +719,7 @@ class mob_life_spark : public CreatureScript
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struct mob_life_sparkAI : public ScriptedAI
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{
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mob_life_sparkAI(Creature* pCreature) : ScriptedAI(pCreature)
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{
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{
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}
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void Reset()
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@@ -1033,7 +1033,7 @@ class achievement_nerf_engineering : public AchievementCriteriaScript
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{
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if (!target || !target->GetAI())
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return false;
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return !(target->GetAI()->GetData(DATA_HEALTH_RECOVERED));
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}
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};
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@@ -1057,7 +1057,7 @@ class achievement_nerf_gravity_bombs : public AchievementCriteriaScript
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public:
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achievement_nerf_gravity_bombs() : AchievementCriteriaScript("achievement_nerf_gravity_bombs") { }
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bool OnCheck(Player* source, Unit* target)
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bool OnCheck(Player* /*source*/, Unit* target)
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{
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if (!target || !target->GetAI())
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return false;
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