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# ifndef TYPES_H
# define TYPES_H
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// This file contains various data types used in Super Mario 64 that don't yet
// have an appropriate header.
# include <ultra64.h>
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# include "macros.h"
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# include "config.h"
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struct Config
{
f32 audioFrequency ;
# ifdef WIDE
s16 widescreen ;
# endif
u8 tvType ;
} ;
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struct Controller
{
/*0x00*/ s16 rawStickX ; //
/*0x02*/ s16 rawStickY ; //
/*0x04*/ float stickX ; // [-64, 64] positive is right
/*0x08*/ float stickY ; // [-64, 64] positive is up
/*0x0C*/ float stickMag ; // distance from center [0, 64]
/*0x10*/ u16 buttonDown ;
/*0x12*/ u16 buttonPressed ;
/*0x14*/ OSContStatus * statusData ;
/*0x18*/ OSContPad * controllerData ;
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# if ENABLE_RUMBLE
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/*0x1C*/ s32 port ;
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# endif
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} ;
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// -- Booleans --
typedef u8 Bool8 ;
typedef u16 Bool16 ;
typedef u32 Bool32 ;
// -- Vectors --
typedef u8 Vec2uc [ 2 ] ;
typedef s8 Vec2c [ 2 ] ;
typedef s16 Vec2s [ 2 ] ;
typedef s32 Vec2i [ 2 ] ;
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typedef f32 Vec2f [ 2 ] ;
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typedef f64 Vec2d [ 2 ] ;
typedef u8 Vec3uc [ 3 ] ;
typedef s8 Vec3c [ 3 ] ;
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typedef s16 Vec3s [ 3 ] ;
typedef s32 Vec3i [ 3 ] ;
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typedef f32 Vec3f [ 3 ] ; // X, Y, Z, where Y is up
typedef f64 Vec3d [ 3 ] ;
typedef u8 Vec4uc [ 4 ] ;
typedef s8 Vec4c [ 4 ] ;
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typedef s16 Vec4s [ 4 ] ;
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typedef s32 Vec4i [ 4 ] ;
typedef f32 Vec4f [ 4 ] ;
typedef f64 Vec4d [ 4 ] ;
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typedef f32 Mat2 [ 2 ] [ 2 ] ;
typedef f32 Mat3 [ 3 ] [ 3 ] ;
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typedef f32 Mat4 [ 4 ] [ 4 ] ;
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typedef uintptr_t GeoLayout ;
typedef uintptr_t LevelScript ;
typedef s16 Movtex ;
typedef s16 MacroObject ;
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typedef COLLISION_DATA_TYPE Collision ; //Collision is by default an s16, but it's best to have it match the type of COLLISION_DATA_TYPE
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typedef s16 Trajectory ;
typedef s16 PaintingData ;
typedef uintptr_t BehaviorScript ;
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typedef u8 Texture ;
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typedef u16 ModelID ;
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typedef COLLISION_DATA_TYPE TerrainData ;
typedef ROOM_DATA_TYPE RoomData ;
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typedef TerrainData Vec3t [ 3 ] ;
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// -- Angle --
typedef s16 Angle ;
typedef u16 UAngle ;
typedef s32 Angle32 ;
typedef Angle Vec3a [ 3 ] ;
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enum SpTaskState {
SPTASK_STATE_NOT_STARTED ,
SPTASK_STATE_RUNNING ,
SPTASK_STATE_INTERRUPTED ,
SPTASK_STATE_FINISHED ,
SPTASK_STATE_FINISHED_DP
} ;
struct SPTask
{
/*0x00*/ OSTask task ;
/*0x40*/ OSMesgQueue * msgqueue ;
/*0x44*/ OSMesg msg ;
/*0x48*/ enum SpTaskState state ;
} ; // size = 0x4C, align = 0x8
struct VblankHandler
{
OSMesgQueue * queue ;
OSMesg msg ;
} ;
# define ANIM_FLAG_NOLOOP (1 << 0) // 0x01
# define ANIM_FLAG_FORWARD (1 << 1) // 0x02
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# define ANIM_FLAG_NO_ACCEL (1 << 2) // 0x04
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# define ANIM_FLAG_HOR_TRANS (1 << 3) // 0x08
# define ANIM_FLAG_VERT_TRANS (1 << 4) // 0x10
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# define ANIM_FLAG_DISABLED (1 << 5) // 0x20
# define ANIM_FLAG_NO_TRANS (1 << 6) // 0x40
# define ANIM_FLAG_UNUSED (1 << 7) // 0x80
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struct Animation {
/*0x00*/ s16 flags ;
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/*0x02*/ s16 animYTransDivisor ;
/*0x04*/ s16 startFrame ;
/*0x06*/ s16 loopStart ;
/*0x08*/ s16 loopEnd ;
/*0x0A*/ s16 unusedBoneCount ;
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/*0x0C*/ const s16 * values ;
/*0x10*/ const u16 * index ;
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/*0x14*/ u32 length ; // only used with Mario animations to determine how much to load. 0 otherwise.
} ;
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# define ANIMINDEX_NUMPARTS(animindex) (sizeof(animindex) / sizeof(u16) / 6 - 1)
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struct GraphNode
{
/*0x00*/ s16 type ; // structure type
/*0x02*/ s16 flags ; // hi = drawing layer, lo = rendering modes
/*0x04*/ struct GraphNode * prev ;
/*0x08*/ struct GraphNode * next ;
/*0x0C*/ struct GraphNode * parent ;
/*0x10*/ struct GraphNode * children ;
} ;
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struct AnimInfo
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{
/*0x00 0x38*/ s16 animID ;
/*0x02 0x3A*/ s16 animYTrans ;
/*0x04 0x3C*/ struct Animation * curAnim ;
/*0x08 0x40*/ s16 animFrame ;
/*0x0A 0x42*/ u16 animTimer ;
/*0x0C 0x44*/ s32 animFrameAccelAssist ;
/*0x10 0x48*/ s32 animAccel ;
} ;
struct GraphNodeObject
{
/*0x00*/ struct GraphNode node ;
/*0x14*/ struct GraphNode * sharedChild ;
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/*0x18*/ s8 areaIndex ;
/*0x19*/ s8 activeAreaIndex ;
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/*0x1A*/ Vec3s angle ;
/*0x20*/ Vec3f pos ;
/*0x2C*/ Vec3f scale ;
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/*0x38*/ struct AnimInfo animInfo ;
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/*0x4C*/ struct SpawnInfo * spawnInfo ;
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/*0x50*/ Mat4 * throwMatrix ; // matrix ptr
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/*0x54*/ Vec3f cameraToObject ;
} ;
struct ObjectNode
{
struct GraphNodeObject gfx ;
struct ObjectNode * next ;
struct ObjectNode * prev ;
} ;
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# ifdef PUPPYLIGHTS
struct PuppyLight {
Vec3t pos [ 2 ] ; //The location of the light. First index is the absolute position, second index are offsets.
s16 yaw ; //Used by cubes. Allows epic rotating of the volume.
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s16 room ; //Which room to use. -1 is visible from all rooms.
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s8 epicentre ; //What percentage inside the volume you'll be before maximum light strength is applied. (E.g: 100 will be full strength always, and 0 will be full strength at the centre.)
u8 flags ; //Some stuff to define how the volume is used. Mostly just shape stuff, but can potentially have other uses.
u8 rgba [ 4 ] ; //Colour. Go on, take even the tiniest guess as to what this entails.
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u8 area ; //Which section of the level this light is stored in.
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u8 active : 1 ; //Whether the light will actually work. Mostly intended to be used for objects.
} ;
# endif
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// NOTE: Since ObjectNode is the first member of Object, it is difficult to determine
// whether some of these pointers point to ObjectNode or Object.
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# define MAX_OBJECT_FIELDS 0x51
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struct Object
{
/*0x000*/ struct ObjectNode header ;
/*0x068*/ struct Object * parentObj ;
/*0x06C*/ struct Object * prevObj ;
/*0x070*/ u32 collidedObjInteractTypes ;
/*0x074*/ s16 activeFlags ;
/*0x076*/ s16 numCollidedObjs ;
/*0x078*/ struct Object * collidedObjs [ 4 ] ;
/*0x088*/
union
{
// Object fields. See object_fields.h.
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u32 asU32 [ MAX_OBJECT_FIELDS ] ;
s32 asS32 [ MAX_OBJECT_FIELDS ] ;
s16 asS16 [ MAX_OBJECT_FIELDS ] [ 2 ] ;
f32 asF32 [ MAX_OBJECT_FIELDS ] ;
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# if !IS_64_BIT
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s16 * asS16P [ MAX_OBJECT_FIELDS ] ;
s32 * asS32P [ MAX_OBJECT_FIELDS ] ;
struct Animation * * asAnims [ MAX_OBJECT_FIELDS ] ;
struct Waypoint * asWaypoint [ MAX_OBJECT_FIELDS ] ;
struct ChainSegment * asChainSegment [ MAX_OBJECT_FIELDS ] ;
struct Object * asObject [ MAX_OBJECT_FIELDS ] ;
struct Surface * asSurface [ MAX_OBJECT_FIELDS ] ;
void * asVoidPtr [ MAX_OBJECT_FIELDS ] ;
const void * asConstVoidPtr [ MAX_OBJECT_FIELDS ] ;
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# endif
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} rawData ;
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# if IS_64_BIT
union {
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s16 * asS16P [ MAX_OBJECT_FIELDS ] ;
s32 * asS32P [ MAX_OBJECT_FIELDS ] ;
struct Animation * * asAnims [ MAX_OBJECT_FIELDS ] ;
struct Waypoint * asWaypoint [ MAX_OBJECT_FIELDS ] ;
struct ChainSegment * asChainSegment [ MAX_OBJECT_FIELDS ] ;
struct Object * asObject [ MAX_OBJECT_FIELDS ] ;
struct Surface * asSurface [ MAX_OBJECT_FIELDS ] ;
void * asVoidPtr [ MAX_OBJECT_FIELDS ] ;
const void * asConstVoidPtr [ MAX_OBJECT_FIELDS ] ;
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} ptrData ;
# endif
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/*0x1C8*/ u32 unused1 ;
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/*0x1CC*/ const BehaviorScript * curBhvCommand ;
/*0x1D0*/ u32 bhvStackIndex ;
/*0x1D4*/ uintptr_t bhvStack [ 8 ] ;
/*0x1F4*/ s16 bhvDelayTimer ;
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/*0x1F6*/ s16 respawnInfoType ;
/*0x1F8*/ f32 hitboxRadius ;
/*0x1FC*/ f32 hitboxHeight ;
/*0x200*/ f32 hurtboxRadius ;
/*0x204*/ f32 hurtboxHeight ;
/*0x208*/ f32 hitboxDownOffset ;
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/*0x20C*/ const BehaviorScript * behavior ;
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/*0x210*/ u32 unused2 ;
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/*0x214*/ struct Object * platform ;
/*0x218*/ void * collisionData ;
/*0x21C*/ Mat4 transform ;
/*0x25C*/ void * respawnInfo ;
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# ifdef PUPPYLIGHTS
struct PuppyLight puppylight ;
# endif
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} ;
struct ObjectHitbox
{
/*0x00*/ u32 interactType ;
/*0x04*/ u8 downOffset ;
/*0x05*/ s8 damageOrCoinValue ;
/*0x06*/ s8 health ;
/*0x07*/ s8 numLootCoins ;
/*0x08*/ s16 radius ;
/*0x0A*/ s16 height ;
/*0x0C*/ s16 hurtboxRadius ;
/*0x0E*/ s16 hurtboxHeight ;
} ;
struct Waypoint
{
s16 flags ;
Vec3s pos ;
} ;
struct Surface
{
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/*0x00*/ TerrainData type ;
/*0x02*/ TerrainData force ;
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/*0x04*/ s8 flags ;
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/*0x05*/ RoomData room ;
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/*0x06*/ s16 lowerY ;
/*0x08*/ s16 upperY ;
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/*0x0A*/ Vec3t vertex1 ;
/*0x10*/ Vec3t vertex2 ;
/*0x16*/ Vec3t vertex3 ;
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/*0x1C*/ struct {
f32 x ;
f32 y ;
f32 z ;
} normal ;
/*0x28*/ f32 originOffset ;
/*0x2C*/ struct Object * object ;
} ;
struct MarioBodyState
{
/*0x00*/ u32 action ;
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/*0x04*/ s8 capState ; /// see MarioCapGSCId
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/*0x05*/ s8 eyeState ;
/*0x06*/ s8 handState ;
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/*0x07*/ s8 wingFlutter ; /// whether Mario's wing cap wings are fluttering
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/*0x08*/ s16 modelState ;
/*0x0A*/ s8 grabPos ;
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/*0x0B*/ u8 punchState ; /// 2 bits for type of punch, 6 bits for punch animation timer
/*0x0C*/ Vec3s torsoAngle ;
/*0x12*/ Vec3s headAngle ;
/*0x18*/ Vec3f heldObjLastPosition ; /// also known as HOLP
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u8 padding [ 4 ] ;
} ;
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struct MarioState
{
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/*0x00*/ u16 playerID ;
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/*0x02*/ u16 input ;
/*0x04*/ u32 flags ;
/*0x08*/ u32 particleFlags ;
/*0x0C*/ u32 action ;
/*0x10*/ u32 prevAction ;
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/*0x14*/ u32 terrainSoundAddend ;
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/*0x18*/ u16 actionState ;
/*0x1A*/ u16 actionTimer ;
/*0x1C*/ u32 actionArg ;
/*0x20*/ f32 intendedMag ;
/*0x24*/ s16 intendedYaw ;
/*0x26*/ s16 invincTimer ;
/*0x28*/ u8 framesSinceA ;
/*0x29*/ u8 framesSinceB ;
/*0x2A*/ u8 wallKickTimer ;
/*0x2B*/ u8 doubleJumpTimer ;
/*0x2C*/ Vec3s faceAngle ;
/*0x32*/ Vec3s angleVel ;
/*0x38*/ s16 slideYaw ;
/*0x3A*/ s16 twirlYaw ;
/*0x3C*/ Vec3f pos ;
/*0x48*/ Vec3f vel ;
/*0x54*/ f32 forwardVel ;
/*0x58*/ f32 slideVelX ;
/*0x5C*/ f32 slideVelZ ;
/*0x60*/ struct Surface * wall ;
/*0x64*/ struct Surface * ceil ;
/*0x68*/ struct Surface * floor ;
/*0x6C*/ f32 ceilHeight ;
/*0x70*/ f32 floorHeight ;
/*0x74*/ s16 floorAngle ;
/*0x76*/ s16 waterLevel ;
/*0x78*/ struct Object * interactObj ;
/*0x7C*/ struct Object * heldObj ;
/*0x80*/ struct Object * usedObj ;
/*0x84*/ struct Object * riddenObj ;
/*0x88*/ struct Object * marioObj ;
/*0x8C*/ struct SpawnInfo * spawnInfo ;
/*0x90*/ struct Area * area ;
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/*0x94*/ struct PlayerCameraState * statusForCamera ;
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/*0x98*/ struct MarioBodyState * marioBodyState ;
/*0x9C*/ struct Controller * controller ;
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/*0xA0*/ struct DmaHandlerList * animList ;
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/*0xA4*/ u32 collidedObjInteractTypes ;
/*0xA8*/ s16 numCoins ;
/*0xAA*/ s16 numStars ;
/*0xAC*/ s8 numKeys ; // Unused key mechanic
/*0xAD*/ s8 numLives ;
/*0xAE*/ s16 health ;
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/*0xB0*/ s16 animYTrans ;
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/*0xB2*/ u8 hurtCounter ;
/*0xB3*/ u8 healCounter ;
/*0xB4*/ u8 squishTimer ;
/*0xB5*/ u8 fadeWarpOpacity ;
/*0xB6*/ u16 capTimer ;
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/*0xB8*/ s16 prevNumStarsForDialog ;
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/*0xBC*/ f32 peakHeight ;
/*0xC0*/ f32 quicksandDepth ;
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/*0xC4*/ f32 windGravity ;
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} ;
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# endif // TYPES_H