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TextBox -> Textbox
Homogenizing names.
This commit is contained in:
@@ -37,7 +37,7 @@ TEXT_DELAY_FAST EQU %001 ; 1
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TEXT_DELAY_MED EQU %011 ; 3
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TEXT_DELAY_SLOW EQU %101 ; 5
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; wTextBoxFrame:: ; cfce
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; wTextboxFrame:: ; cfce
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const_def
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const FRAME_1 ; 0
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const FRAME_2 ; 1
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@@ -49,7 +49,7 @@ TEXT_DELAY_SLOW EQU %101 ; 5
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const FRAME_8 ; 7
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NUM_FRAMES EQU const_value
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; wTextBoxFlags:: ; cfcf
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; wTextboxFlags:: ; cfcf
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const_def
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const FAST_TEXT_DELAY_F ; 0
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const NO_TEXT_DELAY_F ; 1
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@@ -3,9 +3,9 @@ DefaultOptions:
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db TEXT_DELAY_MED
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; wSaveFileExists: no
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db FALSE
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; wTextBoxFrame: frame 1
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; wTextboxFrame: frame 1
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db FRAME_1
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; wTextBoxFlags: use text speed
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; wTextboxFlags: use text speed
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db 1 << FAST_TEXT_DELAY_F
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; wGBPrinter: normal brightness
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db GBPRINTER_NORMAL
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@@ -306,7 +306,7 @@ Then edit four routines in [engine/battle/effect_commands.asm](https://github.co
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...
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ld hl, HurtItselfText
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call StdBattleTextBox
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call StdBattleTextbox
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call HitSelfInConfusion
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- call BattleCommand_DamageCalc
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@@ -319,7 +319,7 @@ Then edit four routines in [engine/battle/effect_commands.asm](https://github.co
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```diff
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HitConfusion:
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ld hl, HurtItselfText
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call StdBattleTextBox
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call StdBattleTextbox
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xor a
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ld [wCriticalHit], a
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@@ -412,7 +412,7 @@ Add this to the end of each file:
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.force_struggle
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ld hl, BattleText_MonHasNoMovesLeft
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call StdBattleTextBox
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call StdBattleTextbox
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ld c, 60
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call DelayFrames
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xor a
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@@ -12,7 +12,7 @@
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## `ScrollingMenu`
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This is the only menu that does scrolling. It doesn't draw any `TextBox` around the menu.
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This is the only menu that does scrolling. It doesn't draw any `Textbox` around the menu.
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Structure:
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File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@@ -17,7 +17,7 @@ BattleCommand_Attract:
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; 'fell in love!'
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ld hl, FellInLoveText
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jp StdBattleTextBox
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jp StdBattleTextbox
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.failed
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jp FailMove
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@@ -52,7 +52,7 @@ BattleCommand_BeatUp:
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ld a, $1
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ld [wBeatUpHitAtLeastOnce], a
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ld hl, BeatUpAttackText
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call StdBattleTextBox
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call StdBattleTextbox
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ld a, [wEnemyMonSpecies]
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ld [wCurSpecies], a
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@@ -159,12 +159,12 @@ BattleCommand_BeatUp:
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ld [wNamedObjectIndexBuffer], a
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call GetPokemonName
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ld hl, BeatUpAttackText
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call StdBattleTextBox
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call StdBattleTextbox
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jp EnemyAttackDamage
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.finish_beatup
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ld hl, BeatUpAttackText
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call StdBattleTextBox
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call StdBattleTextbox
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ld a, [wBattleMonSpecies]
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ld [wCurSpecies], a
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@@ -27,7 +27,7 @@ BattleCommand_BellyDrum:
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jr nz, .max_attack_loop
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ld hl, BellyDrumText
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jp StdBattleTextBox
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jp StdBattleTextbox
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.failed
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call AnimateFailedMove
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@@ -20,7 +20,7 @@ BattleCommand_StoreEnergy:
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res SUBSTATUS_BIDE, [hl]
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ld hl, UnleashedEnergyText
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call StdBattleTextBox
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call StdBattleTextbox
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ld a, BATTLE_VARS_MOVE_POWER
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call GetBattleVarAddr
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@@ -66,7 +66,7 @@ BattleCommand_StoreEnergy:
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.still_storing
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ld hl, StoringEnergyText
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call StdBattleTextBox
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call StdBattleTextbox
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jp EndMoveEffect
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BattleCommand_UnleashEnergy:
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@@ -93,4 +93,4 @@ BattleCommand_Conversion:
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farcall GetTypeName
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call AnimateCurrentMove
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ld hl, TransformedTypeText
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jp StdBattleTextBox
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jp StdBattleTextbox
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@@ -58,7 +58,7 @@ BattleCommand_Conversion2:
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ld [wNamedObjectIndexBuffer], a
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predef GetTypeName
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ld hl, TransformedTypeText
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jp StdBattleTextBox
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jp StdBattleTextbox
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.failed
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jp FailMove
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@@ -76,7 +76,7 @@ BattleCommand_Curse:
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call CallBattleCore
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call UpdateUserInParty
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ld hl, PutACurseText
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jp StdBattleTextBox
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jp StdBattleTextbox
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.failed
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call AnimateFailedMove
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@@ -90,4 +90,4 @@ BattleCommand_Curse:
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call GetStatName
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call AnimateFailedMove
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ld hl, WontRiseAnymoreText
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jp StdBattleTextBox
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jp StdBattleTextbox
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@@ -6,4 +6,4 @@ BattleCommand_DestinyBond:
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set SUBSTATUS_DESTINY_BOND, [hl]
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call AnimateCurrentMove
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ld hl, DestinyBondEffectText
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jp StdBattleTextBox
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jp StdBattleTextbox
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@@ -66,7 +66,7 @@ BattleCommand_Disable:
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ld [wNamedObjectIndexBuffer], a
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call GetMoveName
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ld hl, WasDisabledText
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jp StdBattleTextBox
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jp StdBattleTextbox
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.failed
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jp FailMove
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@@ -114,7 +114,7 @@ BattleCommand_Encore:
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.finish_move
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call AnimateCurrentMove
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ld hl, GotAnEncoreText
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jp StdBattleTextBox
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jp StdBattleTextbox
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.failed
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jp PrintDidntAffect2
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@@ -13,4 +13,4 @@ BattleCommand_Endure:
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call AnimateCurrentMove
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ld hl, BracedItselfText
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jp StdBattleTextBox
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jp StdBattleTextbox
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@@ -8,7 +8,7 @@ BattleCommand_FocusEnergy:
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set SUBSTATUS_FOCUS_ENERGY, [hl]
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call AnimateCurrentMove
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ld hl, GettingPumpedText
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jp StdBattleTextBox
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jp StdBattleTextbox
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.already_pumped
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call AnimateFailedMove
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@@ -16,7 +16,7 @@ BattleCommand_Foresight:
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set SUBSTATUS_IDENTIFIED, [hl]
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call AnimateCurrentMove
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ld hl, IdentifiedText
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jp StdBattleTextBox
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jp StdBattleTextbox
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.failed
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jp FailMove
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@@ -54,7 +54,7 @@ BattleCommand_FutureSight:
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call BattleCommand_LowerSub
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call BattleCommand_MoveDelay
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ld hl, ForesawAttackText
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call StdBattleTextBox
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call StdBattleTextbox
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call BattleCommand_RaiseSub
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ld de, wPlayerFutureSightDamage
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ldh a, [hBattleTurn]
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