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.gitignore

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@@ -24,9 +24,11 @@ ScreenDump*.bmp
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/System/Slick Profiler/Final
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/System/Slick Profiler/Final Open Source
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/System/Slick Profiler/Debug Open Source
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/System/Slick Profiler/Remote profile
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/Slick DebugTool/DebugTool/bin
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/Slick DebugTool/DebugTool/obj
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/GUI/Editor/Debug
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/GUI/Editor/Release
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/System/Slick Profiler/Remote profile
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/Steam Release
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/Steam Debug
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/Steam Final

Credits.txt

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C R E D I T S :
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Game Design - Engine and Physics Programming - Art Direction - Project Coordination
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D A N I E L " D A T A " T A B A R
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Art Direction and Production - Game Design - Tools Programming
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A R N E " P R O M E T H E U S " N I K L A S J A N S S O N
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GUI Library Programming
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J A S O N B O E T T C H E R
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Additional Programming and Design
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E V G E N I Y " W E E G E E " V I G O V S K I Y
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S T E F A N " A B D U L A L H A Z R E D " W I N B E R G
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K E N " C A V E C R I C K E T 4 8 " V U D O
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J E S U S " G R A N P C " H I G U E R A S P I C A
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Art and Content Production
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S I M O N " S N A K E " S T A F S N E S A N D E R S E N
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C H R I S " C A P N B U B S " M A N S E L L
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E L L I O T " T H E L A S T B A N A N A " C O L P
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A N T O N " N U M G U N " T E M B A
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K E N " C A V E C R I C K E T 4 8 " V U D O
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A R N E " L I Z A R D H E I M " L I E B E R G H E I M
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Original AI Implementation
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D A N I E L " D A T A " T A B A R
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Lua AI Implementation
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S T E F A N " A B D U L A L H A Z R E D " W I N B E R G
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Intro and Main Menu Music Composition and Production
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R O B E R T S T J � R N S T R � M & J O N A S R � R L I N G, H U B N E S T E R I N D U S T R I E S
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Campaign Menu, Launch Trailer, and In-game Music Composition and Production
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D A N N Y B A R A N O W S K Y , D B S O U N D W O R K S
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In-game Song "Last Man" Composition and Production
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M I C H A E L W A T T S, E N C O R E M U S I C
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Platform Porting
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C H R I S K R U G E R (OSX)
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F R A N K E A R L (Linux)
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Licensing System Design and Programming
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M A T I A S N A H U E L C A R B A L L O
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Steamworks Integration Consultant
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J A K E " H E A R T S M A N " H A R O L D
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1.0 Launch Trailer Direction and Production
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A N T O N P I K A L O V
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Special Thanks
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LEE THOMASON, 'JAMES' GENGE, RAIGAN BURNS, NICK WAANDERS, JAMIE CHENG, NATHANIEL SABANSKI
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Technology Platform
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ALLEGRO, FMOD, LUA, LUAJIT, LUABIND, LIBCURL, OGG VORBIS, MICROPATHER, MSVC8 CRTs, SDL2, RAKNET, LZ4
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FMOD Sound System, copyright � Firelight Technologies Pty, Ltd., 1994-2007.
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Portions Copyright � 2001, Xiphophorus
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Cortex Command is TM and � 2019 Data Realms, LLC
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<?php
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/**
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* @desc This is actually better thought of a class to hold the contents of a header file
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*/
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class CPP_Class
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{
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public $name;
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private $blocks;
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function __construct($data)
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{
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// the first thing we do is split up the file into comment blocks
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$lines = explode("\n", $data);
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$commentBlocks = array();
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$buffer = "";
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$code = "";
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$linecount = 0;
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foreach($lines as $line)
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{
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// skip blank lines
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if(strlen($line) == 1)
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continue;
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// Skip comments before the first proper comment line ///////////////
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if ($linecount == 0 && !preg_match("/^\/\/\//", $line))
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continue;
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// if this line starts with //, add to current comment block
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if(preg_match("/^\/\//", $line))
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{
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$buffer .= $line . "\n";
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if(chop($line) == str_repeat('/', 90))
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$linecount++;
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}
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// otherwise reset
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else
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{
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// fill our code
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$code .= $line;
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// stop filling code and save block if we hit a semicolon or function start
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if(preg_match("/[{;]/", $line))
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{
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// only save the block if we had two full comment lines (///////, etc)
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if($linecount == 2)
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$this->blocks[] = new CPP_CodeBlock($buffer, $code);
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$linecount = 0;
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$buffer = "";
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$code = "";
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}
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}
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}
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}
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/**
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* @desc Get our class info
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*/
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function getClassBlock()
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{
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if(count($this->blocks) == 0)
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return null;
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foreach($this->blocks as $block)
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{
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/*
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if (preg_match("/SettingsMan/", $block->name))
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{
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print("Searching for class block, found mention of: " . $block->name . "\n");
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var_dump($this->blocks);
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}
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*/
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if($block->type == "Class" ||
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$block->type == "Abstract class" || $block->type == "Abstract Class" ||
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$block->type == "Concrete class" || $block->type == "Concrete Class")
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{
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return $block;
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}
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}
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}
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function printClassBlock()
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{
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if(count($this->blocks) == 0)
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return null;
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foreach($this->blocks as $block)
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{
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print(".".$block->type." \t ".$block->name."\n");
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}
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}
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/**
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* @desc Get all of our blocks
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*/
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function getBlocks()
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{
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return $this->blocks;
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}
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}
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?>
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<?php
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/**
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* @desc An intermediary to collect and parse all of the information for a block
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*/
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class CPP_CodeBlock
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{
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// the type of code block
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public $type;
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// name of the block
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public $name;
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// all fields found
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public $fields;
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// the code between this block and the next
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public $code;
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// raw data
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public $raw;
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/**
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* @desc Parse out our code block
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*/
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function __construct($data, $code)
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{
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//print $data;
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$this->raw = $data . "\n" . $code;
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// flatten out code lines
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$code = str_replace("\n", "", $code);
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$this->code= $code;
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$lines = explode("\n", $data);
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// if (preg_match("/\/\/\//", $lines[1]))
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// var_dump($lines);
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// print($lines[1] . "\n");
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// look for type in line two
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list($type, $name) = explode(":", $lines[1]);
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$this->type = trim(substr($type, 3));
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$this->name = trim($name);
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/*if (preg_match("/Class/", $this->type))
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{
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print($this->type . ", " . $this->name . "\n");
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print(chop($lines[1])."\n");
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}*/
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$lastkey = "";
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$currentValue = "";
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foreach($lines as $line)
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{
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$key = substr($line, 3, 17);
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$value = substr($line, 20);
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$key = trim($key);
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$value = trim($value);
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if(strstr($key, ":"))
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{
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if(!empty($currentKey))
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{
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$this->fields[$currentKey] = $currentValue;
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$currentValue = "";
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}
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$currentKey = str_replace(":", "", $key);
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}
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$append = " ";
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// append a newline if first letter is capital
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if(strtoupper(substr($value, 0, 1)) == substr($value, 0, 1))
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$append = "\n";
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if(!strstr($value, '//'))
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$currentValue .= $append . $value;
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}
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$this->fields[$currentKey] = $currentValue;
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}
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}
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/*
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//////////////////////////////////////////////////////////////////////////////////////////
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// Virtual method: Create
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//////////////////////////////////////////////////////////////////////////////////////////
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// Description: Creates a Actor to be identical to another, by deep copy.
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// Arguments: A reference to the Actor to deep copy.
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// Return value: An error return value signaling sucess or any particular failure.
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// Anything below 0 is an error signal.
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virtual int Create(const Actor &reference);
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becomes
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//////////////////////////////////////////////////////////////////////////////////////////
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// $type: $name
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//////////////////////////////////////////////////////////////////////////////////////////
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// $fields[Description]: $value
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// $fields[Arguments]: $arguments
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// $fields[Return value]: $return
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$code
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*/
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?>

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