mirror of
https://github.com/Fledge68/WiiFlow_Lite.git
synced 2024-11-30 15:14:18 +01:00
-fixed the strange background size problems
-fixed deleting some gamecube games properly -fixed random codedumps on switching views, entering settings etc
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2356afb1c8
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cdf717916a
@ -213,21 +213,23 @@ void STexture::Cleanup(void)
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maxLOD = 0;
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}
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bool STexture::CopyTexture(const STexture &tex)
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bool STexture::CopyTexture(const STexture *tex)
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{
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Cleanup();
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if(tex.data == NULL || tex.dataSize == 0)
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if(tex == this || tex == NULL || tex->data == NULL || tex->dataSize == 0)
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return false;
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data = (u8*)MEM2_alloc(tex.dataSize);
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if(dataSize != tex->dataSize)
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Cleanup();
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if(data == NULL)
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data = (u8*)MEM2_alloc(tex->dataSize);
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if(data == NULL)
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return false;
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dataSize = tex.dataSize;
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memcpy(data, tex.data, dataSize);
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dataSize = tex->dataSize;
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memcpy(data, tex->data, dataSize);
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DCFlushRange(data, dataSize);
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width = tex.width;
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height = tex.height;
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format = tex.format;
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maxLOD = tex.maxLOD;
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width = tex->width;
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height = tex->height;
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format = tex->format;
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maxLOD = tex->maxLOD;
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return true;
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}
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@ -16,7 +16,7 @@ class STexture
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public:
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STexture(void) : data(NULL), dataSize(0), width(0), height(0), format(-1), maxLOD(0), thread(false) { }
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void Cleanup();
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bool CopyTexture(const STexture &tex);
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bool CopyTexture(const STexture *tex);
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u8 *data;
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u32 dataSize;
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u32 width;
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@ -144,6 +144,7 @@ CMenu::CMenu()
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m_current_view = COVERFLOW_USB;
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m_Emulator_boot = false;
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m_music_info = true;
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m_nextBg = NULL;
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}
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void CMenu::init()
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@ -526,7 +527,7 @@ void CMenu::_Theme_Cleanup(void)
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/* Backgrounds */
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theme.bg.Cleanup();
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m_prevBg.Cleanup();
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m_nextBg.Cleanup();
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m_nextBg = NULL;
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m_curBg.Cleanup();
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m_lqBg.Cleanup();
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/* Buttons */
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@ -1938,7 +1939,7 @@ void CMenu::_mainLoopCommon(bool withCF, bool adjusting)
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CoverFlow.setFanartTextColor(m_fa.getTextColor(m_theme.getColor("_COVERFLOW", "font_color", CColor(0xFFFFFFFF))));
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m_vid.prepare();
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m_vid.setup2DProjection();
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m_vid.setup2DProjection(false, true);
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_updateBg();
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if(CoverFlow.getRenderTex())
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CoverFlow.RenderTex();
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@ -1965,6 +1966,7 @@ void CMenu::_mainLoopCommon(bool withCF, bool adjusting)
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}
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else
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{
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m_vid.setup2DProjection();
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_drawBg();
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m_fa.draw(false);
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if(withCF)
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@ -2052,11 +2054,11 @@ void CMenu::_mainLoopCommon(bool withCF, bool adjusting)
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void CMenu::_setBg(const STexture &tex, const STexture &lqTex)
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{
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m_lqBg = lqTex;
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if(tex.data == m_nextBg.data)
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if(m_nextBg == &tex)
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return;
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m_prevBg.CopyTexture(m_curBg);
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m_prevBg.CopyTexture(&m_curBg);
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m_curBg.Cleanup();
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m_nextBg.CopyTexture(tex);
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m_nextBg = &tex;
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m_bgCrossFade = 0xFF;
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}
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@ -2068,10 +2070,9 @@ void CMenu::_updateBg(void)
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if (m_bgCrossFade == 0) return;
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m_bgCrossFade = max(0, (int)m_bgCrossFade - 14);
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if (m_bgCrossFade == 0)
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if(m_bgCrossFade == 0)
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{
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m_curBg.Cleanup();
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m_curBg = m_nextBg;
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m_curBg.CopyTexture(m_nextBg);
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return;
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}
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GX_ClearVtxDesc();
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@ -2103,8 +2104,11 @@ void CMenu::_updateBg(void)
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GX_SetZMode(GX_DISABLE, GX_ALWAYS, GX_FALSE);
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guMtxIdentity(modelViewMtx);
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GX_LoadPosMtxImm(modelViewMtx, GX_PNMTX0);
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GX_InitTexObj(&texObj, m_nextBg.data, m_nextBg.width, m_nextBg.height, m_nextBg.format, GX_CLAMP, GX_CLAMP, GX_FALSE);
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GX_LoadTexObj(&texObj, GX_TEXMAP0);
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if(m_nextBg != NULL && m_nextBg->data != NULL)
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{
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GX_InitTexObj(&texObj, m_nextBg->data, m_nextBg->width, m_nextBg->height, m_nextBg->format, GX_CLAMP, GX_CLAMP, GX_FALSE);
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GX_LoadTexObj(&texObj, GX_TEXMAP0);
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}
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if(m_prevBg.data != NULL)
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{
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GX_InitTexObj(&texObj2, m_prevBg.data, m_prevBg.width, m_prevBg.height, m_prevBg.format, GX_CLAMP, GX_CLAMP, GX_FALSE);
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@ -2128,8 +2132,7 @@ void CMenu::_updateBg(void)
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m_vid.renderToTexture(m_curBg, true);
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if(m_curBg.data == NULL)
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{
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m_curBg.Cleanup();
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m_curBg = m_nextBg;
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m_curBg.CopyTexture(m_nextBg);
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m_bgCrossFade = 0;
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}
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}
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@ -117,7 +117,7 @@ private:
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/* End Updates */
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//
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STexture m_prevBg;
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STexture m_nextBg;
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const STexture *m_nextBg;
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STexture m_curBg;
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STexture m_lqBg;
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u8 m_bgCrossFade;
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@ -446,9 +446,6 @@ void CMenu::_game(bool launch)
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m_gameSound.Stop();
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m_banner.SetShowBanner(false);
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_hideGame();
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/* Backup Background */
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STexture Current_LQ_BG = m_lqBg;
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STexture Current_HQ_BG = m_curBg;
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/* Set Background empty */
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STexture EmptyBG;
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_setBg(EmptyBG, EmptyBG);
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@ -474,7 +471,7 @@ void CMenu::_game(bool launch)
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movie.Stop();
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m_curBg.Cleanup();
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/* Finished, so lets re-setup the background */
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_setBg(Current_HQ_BG, Current_LQ_BG);
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_setBg(m_mainBg, m_mainBgLQ);
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_updateBg();
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/* Get back into our coverflow */
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_showGame();
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@ -380,14 +380,25 @@ bool CMenu::_wbfsOp(CMenu::WBFS_OP op)
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case CMenu::WO_REMOVE_GAME:
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if(CF_Hdr->type == TYPE_GC_GAME)
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{
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char GC_Path[1024];
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GC_Path[1023] = '\0';
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if(strcasestr(CF_Hdr->path, "boot.bin") != NULL)
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{
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string GC_Path(CF_Hdr->path);
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GC_Path.erase(GC_Path.end() - 13, GC_Path.end());
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fsop_deleteFolder(GC_Path.c_str());
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strncpy(GC_Path, CF_Hdr->path, 1023);
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*strrchr(GC_Path, '/') = '\0'; //boot.bin
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*strrchr(GC_Path, '/') = '\0'; //sys
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fsop_deleteFolder(GC_Path);
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}
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else
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fsop_deleteFile(CF_Hdr->path);
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{
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strncpy(GC_Path, CF_Hdr->path, 1023);
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*strrchr(GC_Path, '/') = '\0'; //iso path
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const char *cmp = fmt(currentPartition == SD ? DML_DIR : m_DMLgameDir.c_str(), DeviceName[currentPartition]);
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if(strcasecmp(GC_Path, cmp) == 0)
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fsop_deleteFile(CF_Hdr->path);
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else
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fsop_deleteFolder(GC_Path);
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}
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upd_dml = true;
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}
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else if(CF_Hdr->type == TYPE_PLUGIN)
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