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https://github.com/scummvm/scummvm.git
synced 2026-06-20 05:45:29 +00:00
This flag is removed for a few reasons: * Engines universally set this flag to true for widths > 320, which made it redundant everywhere; * This flag functioned primarily as a "force 1x scaler" flag, since its behaviour was almost completely undocumented and users would need to figure out that they'd need an explicit non-default scaler set to get a scaler to operate at widths > 320; * (Most importantly) engines should not be in the business of deciding how the backend may choose to render its virtual screen. The choice of rendering behaviour belongs to the user, and the backend, in that order. A nearby future commit restores the default1x scaler behaviour in the SDL backend code for the moment, but in the future it is my hope that there will be a better configuration UI to allow users to specify how they want scaling to work for high resolutions.
215 lines
6.3 KiB
C++
215 lines
6.3 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "common/config-manager.h"
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#include "engines/util.h"
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#include "sherlock/tattoo/tattoo.h"
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#include "sherlock/tattoo/tattoo_fixed_text.h"
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#include "sherlock/tattoo/tattoo_resources.h"
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#include "sherlock/tattoo/tattoo_scene.h"
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#include "sherlock/tattoo/tattoo_user_interface.h"
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#include "sherlock/tattoo/widget_base.h"
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#include "sherlock/people.h"
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namespace Sherlock {
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namespace Tattoo {
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TattooEngine::TattooEngine(OSystem *syst, const SherlockGameDescription *gameDesc) :
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SherlockEngine(syst, gameDesc), _darts(this), _foolscapWidget(this) {
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_runningProlog = false;
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_fastMode = false;
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_allowFastMode = true;
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_transparentMenus = true;
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_textWindowsOn = true;
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}
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TattooEngine::~TattooEngine() {
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}
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void TattooEngine::showOpening() {
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// No implementation - opening is done using in-game scenes
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}
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void TattooEngine::initialize() {
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initGraphics(640, 480);
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// Initialize the base engine
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SherlockEngine::initialize();
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// Initialise the global flags
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_flags.resize(3200);
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_flags[1] = _flags[4] = _flags[76] = true;
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_runningProlog = true;
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// Add some more files to the cache
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_res->addToCache("walk.lib");
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// Set up list of people
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TattooFixedText &fixedText = *(TattooFixedText *)_fixedText;
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const char *peopleNamePtr = nullptr;
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for (int idx = 0; idx < TATTOO_MAX_PEOPLE; ++idx) {
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peopleNamePtr = fixedText.getText(PEOPLE_DATA[idx].fixedTextId);
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_people->_characters.push_back(PersonData(
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peopleNamePtr,
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PEOPLE_DATA[idx].portrait, nullptr, nullptr));
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}
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// Load the inventory
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loadInventory();
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// Starting scene
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_scene->_goToScene = STARTING_INTRO_SCENE;
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// Load an initial palette
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loadInitialPalette();
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}
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void TattooEngine::startScene() {
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TattooUserInterface &ui = *(TattooUserInterface *)_ui;
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switch (_scene->_goToScene) {
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case 7:
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case 8:
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case 18:
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case 53:
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case 68:
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// Load overlay mask(s) for the scene
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ui._mask = _res->load(Common::String::format("res%02d.msk", _scene->_goToScene));
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if (_scene->_goToScene == 8)
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ui._mask1 = _res->load("res08a.msk");
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else if (_scene->_goToScene == 18 || _scene->_goToScene == 68)
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ui._mask1 = _res->load("res08a.msk");
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break;
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case STARTING_INTRO_SCENE:
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// Disable input so that the intro can't be skipped until the game's logo has been shown
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ui._lockoutTimer = STARTUP_KEYS_DISABLED_DELAY;
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break;
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case OVERHEAD_MAP:
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case OVERHEAD_MAP2:
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// Show the map
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_scene->_currentScene = OVERHEAD_MAP;
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_scene->_goToScene = _map->show();
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_people->_savedPos = Common::Point(-1, -1);
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_people->_savedPos._facing = -1;
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break;
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case 101:
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// Darts Board minigame
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_darts.playDarts(GAME_CRICKET);
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break;
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case 102:
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// Darts Board minigame
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_darts.playDarts(GAME_301);
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break;
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case 103:
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// Darts Board minigame
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_darts.playDarts(GAME_501);
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break;
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default:
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break;
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}
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_events->setCursor(ARROW);
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}
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void TattooEngine::loadInitialPalette() {
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byte palette[768];
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Common::SeekableReadStream *stream = _res->load("room.pal");
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stream->read(palette, PALETTE_SIZE);
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_screen->translatePalette(palette);
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_screen->setPalette(palette);
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delete stream;
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}
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void TattooEngine::loadInventory() {
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Inventory &inv = *_inventory;
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Common::String inv1 = _fixedText->getText(kFixedText_Inv1);
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Common::String inv2 = _fixedText->getText(kFixedText_Inv2);
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Common::String inv3 = _fixedText->getText(kFixedText_Inv3);
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Common::String inv4 = _fixedText->getText(kFixedText_Inv4);
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Common::String inv5 = _fixedText->getText(kFixedText_Inv5);
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Common::String inv6 = _fixedText->getText(kFixedText_Inv6);
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Common::String inv7 = _fixedText->getText(kFixedText_Inv7);
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Common::String inv8 = _fixedText->getText(kFixedText_Inv8);
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Common::String invDesc1 = _fixedText->getText(kFixedText_InvDesc1);
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Common::String invDesc2 = _fixedText->getText(kFixedText_InvDesc2);
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Common::String invDesc3 = _fixedText->getText(kFixedText_InvDesc3);
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Common::String invDesc4 = _fixedText->getText(kFixedText_InvDesc4);
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Common::String invDesc5 = _fixedText->getText(kFixedText_InvDesc5);
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Common::String invDesc6 = _fixedText->getText(kFixedText_InvDesc6);
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Common::String invDesc7 = _fixedText->getText(kFixedText_InvDesc7);
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Common::String invDesc8 = _fixedText->getText(kFixedText_InvDesc8);
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Common::String solve = _fixedText->getText(kFixedText_Solve);
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// Initial inventory
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inv._holdings = 5;
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inv.push_back(InventoryItem(0, inv1, invDesc1, "_ITEM01A"));
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inv.push_back(InventoryItem(0, inv2, invDesc2, "_ITEM02A"));
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inv.push_back(InventoryItem(0, inv3, invDesc3, "_ITEM03A"));
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inv.push_back(InventoryItem(0, inv4, invDesc4, "_ITEM04A"));
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inv.push_back(InventoryItem(0, inv5, invDesc5, "_ITEM05A"));
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// Hidden items
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inv.push_back(InventoryItem(295, inv6, invDesc6, "_PAP212D", solve));
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inv.push_back(InventoryItem(294, inv7, invDesc7, "_PAP212I"));
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inv.push_back(InventoryItem(818, inv8, invDesc8, "_LANT02I"));
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}
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void TattooEngine::doFoolscapPuzzle() {
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_foolscapWidget.show();
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}
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void TattooEngine::loadConfig() {
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SherlockEngine::loadConfig();
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_transparentMenus = ConfMan.getBool("transparent_windows");
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_textWindowsOn = ConfMan.getBool("subtitles") || !_sound->_speechOn;
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}
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void TattooEngine::saveConfig() {
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SherlockEngine::saveConfig();
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ConfMan.setBool("transparent_windows", _transparentMenus);
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ConfMan.setBool("subtitles", _textWindowsOn);
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ConfMan.flushToDisk();
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}
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bool TattooEngine::canSaveGameStateCurrently() {
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TattooUserInterface &ui = *(TattooUserInterface *)_ui;
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return _canLoadSave && !ui._creditsWidget.active() && !_runningProlog;
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}
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} // End of namespace Tattoo
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} // End of namespace Sherlock
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