mirror of
https://github.com/sfall-team/sfall.git
synced 2026-07-27 16:52:34 -07:00
207 lines
7.5 KiB
Plaintext
207 lines
7.5 KiB
Plaintext
/*
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Example algorithm of how the game engine calculates combat damage
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*/
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#include "..\headers\define.h"
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#include "..\headers\command.h"
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#include "..\headers\sfall\sfall.h"
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#include "..\headers\sfall\define_extra.h"
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procedure start;
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procedure compute_damage_F2;
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procedure item_w_damage_hook;
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procedure item_w_subtype(variable weapon, variable hit_mode);
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procedure get_ammo_value(variable weapon, variable param);
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variable item_w_damage;
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procedure start begin
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if game_loaded then begin
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register_hook_proc(HOOK_COMBATDAMAGE, compute_damage_F2);
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register_hook_proc(HOOK_ITEMDAMAGE, item_w_damage_hook);
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end
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end
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procedure compute_damage_F2 begin
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variable dmg_type, weapon_perk, dmg_thresh, dmg_resist, weapon_subtype, bonus_ranged, difficulty, i, dmg_mult, dmg_div, damage;
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variable target, flags, knockback, amount;
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variable
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ctdTarget := get_sfall_arg,
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ctdSource := get_sfall_arg,
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amountTarget := get_sfall_arg,
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amountSource := get_sfall_arg,
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flagsTarget := get_sfall_arg,
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flagsSource := get_sfall_arg,
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weapon := get_sfall_arg,
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bodypart := get_sfall_arg,
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damageMultiplier := get_sfall_arg,
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rounds := get_sfall_arg,
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amountKnockback := get_sfall_arg,
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hit_mode := get_sfall_arg;
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if (flagsSource bwand DAM_HIT) then begin
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target := ctdTarget;
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flags := flagsTarget;
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knockback := 1;
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end else begin
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target := ctdSource;
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flags := flagsSource;
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knockback := 0;
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end
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//amount := 0;
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if target and (obj_type(target) == OBJ_TYPE_CRITTER) then begin
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if weapon then begin
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dmg_type := weapon_dmg_type(weapon);
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weapon_perk := get_proto_data(obj_pid(weapon), PROTO_WP_PERK);
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end else begin
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dmg_type := DMG_normal_dam;
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weapon_perk := -1;
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end
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dmg_thresh := get_critter_stat(target, STAT_dmg_thresh + dmg_type);
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dmg_resist := get_critter_stat(target, STAT_dmg_resist + dmg_type);
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if (flags bwand DAM_BYPASS) and (dmg_type != DMG_emp) then begin
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dmg_thresh := dmg_thresh * 20 / 100;
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dmg_resist := dmg_resist * 20 / 100;
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end else begin
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if (weapon_perk == PERK_weapon_penetrate)
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or (hit_mode == ATKTYPE_PALMSTRIKE or hit_mode == ATKTYPE_PIERCINGSTRIKE
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or hit_mode == ATKTYPE_HOOKKICK or hit_mode == ATKTYPE_PIERCINGKICK) then
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dmg_thresh := dmg_thresh * 20 / 100;
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if ctdSource == dude_obj and has_trait(TRAIT_TRAIT, ctdSource, TRAIT_finesse) then
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dmg_resist += 30;
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end
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weapon_subtype := item_w_subtype(weapon, hit_mode); // item_w_subtype_
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if (ctdSource != dude_obj) or (weapon_subtype != WEAPON_TYPE_GUNS) then
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bonus_ranged := 0;
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else
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bonus_ranged := has_trait(TRAIT_PERK, ctdSource, PERK_bonus_ranged_damage) * 2;
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difficulty := 100;
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if (has_trait(TRAIT_OBJECT, ctdSource, OBJECT_TEAM_NUM) != has_trait(TRAIT_OBJECT, dude_obj, OBJECT_TEAM_NUM)) then begin
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if (combat_difficulty == 0) then
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difficulty := 75;
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else if (combat_difficulty == 2) then
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difficulty := 125;
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end
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// F2 default start
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// Damage = (1 - (DR_armor + DR_ammo_adjust) * (((raw_damage * (dmg_mult * damageMultiplier)) / dmg_div) - dmg_thresh)
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dmg_resist += get_ammo_value(weapon, PROTO_AM_DR_MOD); // item_w_dr_adjust_ (DR Adjust %)
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if (dmg_resist < 100) then begin
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if (dmg_resist < 0) then dmg_resist := 0;
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dmg_mult := damageMultiplier * get_ammo_value(weapon, PROTO_AM_DMG_MULT); // item_w_dam_mult_ (Dmg mod A)
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dmg_div := get_ammo_value(weapon, PROTO_AM_DMG_DIV); // item_w_dam_div_ (Dmg mod B)
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for (i := 1; i <= rounds; i++) begin
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damage := (item_w_damage + bonus_ranged) * dmg_mult; // item_w_damage_ (raw_damage)
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if dmg_div then damage /= dmg_div;
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damage := (((damage / 2) * difficulty) / 100) - dmg_thresh;
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if (damage > 0) then begin
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damage := damage - ((damage * dmg_resist) / 100); // reduce damage by the percentage of DR_armor + DR_Ammo
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if (damage > 0) then amount += damage;
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end
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end
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end
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// F2 default end
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if (ctdSource == dude_obj) then begin
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if has_trait(TRAIT_PERK, ctdSource, PERK_living_anatomy_perk) and (critter_kill_type(ctdTarget) != KILL_TYPE_robot_kills)
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and (critter_kill_type(ctdTarget) != KILL_TYPE_alien_kills) then
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amount += 5;
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if has_trait(TRAIT_PERK, ctdSource, PERK_pyromaniac_perk) and (dmg_type == DMG_fire) then
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amount += 5;
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end
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if knockback and ((get_flags(target) bwand FLAG_MULTIHEX) == 0)
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and (dmg_type == DMG_explosion or weapon == 0 or weapon_subtype == WEAPON_TYPE_MELEE)
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and ((get_proto_data(obj_pid(target), PROTO_CR_FLAGS) bwand CFLG_NOKNOCKDOWN) == 0) then begin // critter_flag_check_
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damage := 0;
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if (target == dude_obj) and has_trait(TRAIT_PERK, target, PERK_stonewall_perk) then begin
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damage := 1;
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if (random(0, 100) < 50) then knockback := 0;
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end
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if knockback then begin
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if (weapon_perk == PERK_weapon_knockback) then
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amountKnockback := amount / 5;
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else
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amountKnockback := amount / 10;
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if damage then amountKnockback /= 2;
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end
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end
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end
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if (flagsSource bwand DAM_HIT) then begin
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display_msg("amountTarget = " + amountTarget+ ", amount = " + amount);
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amountTarget := amount;
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flagsTarget := flags;
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end else begin
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display_msg("amountSource = " + amountSource+ ", amount = " + amount);
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amountSource := amount;
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flagsSource := flags;
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end
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set_sfall_return(amountTarget);
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set_sfall_return(amountSource);
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set_sfall_return(flagsTarget);
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set_sfall_return(flagsSource);
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set_sfall_return(amountKnockback);
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end
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procedure item_w_damage_hook begin
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variable
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item_w_damage_min := get_sfall_arg,
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item_w_damage_max := get_sfall_arg;
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//weapon := get_sfall_arg,
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//source := get_sfall_arg,
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//hit_mode := get_sfall_arg,
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//isMelee := get_sfall_arg;
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item_w_damage := (item_w_damage_min + (item_w_damage_max - item_w_damage_min) / 2);
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display_msg("item_w_damage_ = " + item_w_damage);
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set_sfall_return(item_w_damage);
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end
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procedure item_w_subtype(variable weapon, variable hit_mode) begin
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variable attack_mode, type := WEAPON_TYPE_UNARMED;
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if weapon and (hit_mode <= ATKTYPE_RWEP2) then begin
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attack_mode := (get_proto_data(obj_pid(weapon), PROTO_IT_FLAGS));
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if (hit_mode == ATKTYPE_LWEP2) or (hit_mode == ATKTYPE_RWEP2) then
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attack_mode := (attack_mode bwand 0xF0) / 16; // shift 4 bits to the right
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else
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attack_mode := (attack_mode bwand 0x0F);
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if (attack_mode > ATKMODE_PRI_THROW) then
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type := WEAPON_TYPE_GUNS;
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else if (attack_mode == ATKMODE_PRI_THROW) then
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type := WEAPON_TYPE_THROWN;
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else if (attack_mode > ATKMODE_PRI_KICK) then
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type := WEAPON_TYPE_MELEE;
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end
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return type;
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end
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procedure get_ammo_value(variable weapon, variable param) begin
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variable pid := -1, value := 0; // default DR value
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if weapon then begin
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pid := get_weapon_ammo_pid(weapon);
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if (pid > -1) then value := get_proto_data(pid, param);
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end
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if (pid == -1 and param != PROTO_AM_DR_MOD) then value := 1; // default value for Mult/Div
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return value;
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end
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