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@@ -50,10 +50,14 @@ Game::Game(int numPlayers, SDL_Renderer *renderer, std::string *filelist, Lang *
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mTextureText = new LTexture();
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mTextureTextScoreBoard = new LTexture();
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mTextureTextBig = new LTexture();
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mTextureTextNokia = new LTexture();
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mTextureTextNokiaBig = new LTexture();
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mText = new Text(mFileList[48], mTextureText, mRenderer);
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mTextScoreBoard = new Text(mFileList[46], mTextureTextScoreBoard, mRenderer);
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mTextBig = new Text(mFileList[47], mTextureTextBig, mRenderer);
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mTextNokia = new Text(mFileList[52], mTextureTextNokia, mRenderer);
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mTextNokiaBig = new Text(mFileList[55], mTextureTextNokiaBig, mRenderer);
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mMenuGameOver = new Menu(mRenderer, mText, mInput, mFileList);
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mMenuPause = new Menu(mRenderer, mText, mInput, mFileList);
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@@ -190,14 +194,28 @@ Game::~Game()
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delete mTextureTextBig;
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mTextureTextBig = nullptr;
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mTextureTextNokia->unload();
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delete mTextureTextNokia;
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mTextureTextNokia = nullptr;
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mTextureTextNokiaBig->unload();
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delete mTextureTextNokiaBig;
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mTextureTextNokiaBig = nullptr;
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delete mText;
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mText = nullptr;
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delete mTextBig;
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mTextBig = nullptr;
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delete mTextScoreBoard;
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mTextScoreBoard = nullptr;
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delete mTextureTextBig;
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mTextureTextBig = nullptr;
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delete mTextNokia;
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mTextNokia = nullptr;
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delete mTextNokiaBig;
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mTextNokiaBig = nullptr;
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delete mMenuGameOver;
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mMenuGameOver = nullptr;
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@@ -523,6 +541,8 @@ bool Game::loadMedia()
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success &= loadTextureFromFile(mTextureText, mFileList[30], mRenderer);
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success &= loadTextureFromFile(mTextureTextScoreBoard, mFileList[27], mRenderer);
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success &= loadTextureFromFile(mTextureTextBig, mFileList[29], mRenderer);
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success &= loadTextureFromFile(mTextureTextNokia, mFileList[28], mRenderer);
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success &= loadTextureFromFile(mTextureTextNokiaBig, mFileList[54], mRenderer);
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success &= loadTextureFromFile(mTexturePlayer1Legs, mFileList[39], mRenderer);
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success &= loadTextureFromFile(mTexturePlayer1Head, mFileList[41], mRenderer);
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@@ -2065,8 +2085,8 @@ void Game::destroyBalloon(Uint8 index)
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}
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// Otorga los puntos correspondientes al globo
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mPlayer[0]->addScore(Uint32(score * mPlayer[0]->getScoreMultiplier() * mDifficultyScoreMultiplier));
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//setScore(mPlayer[0]->getScore());
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for (int i = 0; i < mNumPlayers; i++)
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mPlayer[i]->addScore(Uint32(score * mPlayer[i]->getScoreMultiplier() * mDifficultyScoreMultiplier));
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updateHiScore();
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// Aumenta el poder de la fase
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@@ -2259,7 +2279,7 @@ void Game::moveBullets()
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for (int i = 0; i < MAX_BULLETS; i++)
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if (mBullet[i]->isActive())
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if (mBullet[i]->move() == MSG_BULLET_OUT)
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mPlayer[0]->decScoreMultiplier();
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mPlayer[mBullet[i]->getOwner()]->decScoreMultiplier();
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}
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// Pinta las balas activas
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@@ -2861,7 +2881,7 @@ void Game::checkGameInput()
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if (mPlayer[i]->isAlive())
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{
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// Input a la izquierda
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if (mInput->checkInput(INPUT_LEFT, REPEAT_TRUE, mOptions->input[i].deviceType))
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if (mInput->checkInput(INPUT_LEFT, REPEAT_TRUE, mOptions->input[i].deviceType, mOptions->input[i].id))
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{
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mPlayer[i]->setInput(INPUT_LEFT);
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mDemo.keys.left = 1;
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@@ -2869,7 +2889,7 @@ void Game::checkGameInput()
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else
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{
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// Input a la derecha
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if (mInput->checkInput(INPUT_RIGHT, REPEAT_TRUE, mOptions->input[i].deviceType))
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if (mInput->checkInput(INPUT_RIGHT, REPEAT_TRUE, mOptions->input[i].deviceType, mOptions->input[i].id))
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{
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mPlayer[i]->setInput(INPUT_RIGHT);
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mDemo.keys.right = 1;
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@@ -2882,7 +2902,7 @@ void Game::checkGameInput()
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}
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}
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// Comprueba el input de disparar al centro
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if (mInput->checkInput(INPUT_BUTTON_2, REPEAT_TRUE, mOptions->input[i].deviceType))
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if (mInput->checkInput(INPUT_BUTTON_2, REPEAT_TRUE, mOptions->input[i].deviceType, mOptions->input[i].id))
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{
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if (mPlayer[i]->canFire())
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{
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@@ -2898,7 +2918,7 @@ void Game::checkGameInput()
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}
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// Comprueba el input de disparar a la izquierda
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if (mInput->checkInput(INPUT_BUTTON_1, REPEAT_TRUE, mOptions->input[i].deviceType))
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if (mInput->checkInput(INPUT_BUTTON_1, REPEAT_TRUE, mOptions->input[i].deviceType, mOptions->input[i].id))
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{
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if (mPlayer[i]->canFire())
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{
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@@ -2914,7 +2934,7 @@ void Game::checkGameInput()
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}
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// Comprueba el input de disparar a la derecha
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if (mInput->checkInput(INPUT_BUTTON_3, REPEAT_TRUE, mOptions->input[i].deviceType))
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if (mInput->checkInput(INPUT_BUTTON_3, REPEAT_TRUE, mOptions->input[i].deviceType, mOptions->input[i].id))
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{
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if (mPlayer[i]->canFire())
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{
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@@ -2930,7 +2950,7 @@ void Game::checkGameInput()
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}
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// Comprueba el input de pausa
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if (mInput->checkInput(INPUT_CANCEL, REPEAT_FALSE, mOptions->input[i].deviceType))
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if (mInput->checkInput(INPUT_CANCEL, REPEAT_FALSE, mOptions->input[i].deviceType, mOptions->input[i].id))
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{
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mSection.subsection = GAME_SECTION_PAUSE;
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@@ -2961,7 +2981,8 @@ void Game::renderMessages()
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//mSpriteGetReady->render();
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const color_t color = {0x17, 0x17, 0x26};
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//mTextBig->writeShadowed((int)mGetReadyBitmapPath[mCounter], PLAY_AREA_CENTER_Y - 8, mLang->getText(75), color, 2);
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mTextBig->writeDX(TXT_STROKE, (int)mGetReadyBitmapPath[mCounter], PLAY_AREA_CENTER_Y - 8, mLang->getText(75), 1, noColor, 1, shdwTxtColor);
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//mTextBig->writeDX(TXT_STROKE, (int)mGetReadyBitmapPath[mCounter], PLAY_AREA_CENTER_Y - 8, mLang->getText(75), 1, noColor, 1, shdwTxtColor);
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mTextNokiaBig->write((int)mGetReadyBitmapPath[mCounter], PLAY_AREA_CENTER_Y - 8, mLang->getText(75), -4);
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}
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// Time Stopped
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@@ -3273,7 +3294,7 @@ void Game::runGameOverScreen()
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{
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// Guarda los puntos
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saveScoreFile();
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// Reinicia el menu
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mMenuGameOver->reset();
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@@ -3330,8 +3351,17 @@ void Game::runGameOverScreen()
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SDL_RenderClear(mRenderer);
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// Dibuja los objetos
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mTextBig->writeCentered(PLAY_AREA_CENTER_X, PLAY_AREA_CENTER_Y - (BLOCK * 4), mLang->getText(43));
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mText->writeCentered(PLAY_AREA_CENTER_X, PLAY_AREA_CENTER_Y - (BLOCK * 1), mLang->getText(44) + std::to_string(mPlayer[0]->getScore()));
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if (mNumPlayers == 1)
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{
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mTextBig->writeCentered(PLAY_AREA_CENTER_X, PLAY_AREA_CENTER_Y - (BLOCK * 4), mLang->getText(43));
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mText->writeCentered(PLAY_AREA_CENTER_X, PLAY_AREA_CENTER_Y - (BLOCK * 1), mLang->getText(44) + std::to_string(mPlayer[0]->getScore()));
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}
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else
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{
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mTextBig->writeCentered(PLAY_AREA_CENTER_X, PLAY_AREA_CENTER_Y - 36, mLang->getText(43));
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mText->writeCentered(PLAY_AREA_CENTER_X, PLAY_AREA_CENTER_Y - 12, mLang->getText(77) + std::to_string(mPlayer[0]->getScore()));
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mText->writeCentered(PLAY_AREA_CENTER_X, PLAY_AREA_CENTER_Y, mLang->getText(78) + std::to_string(mPlayer[1]->getScore()));
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}
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mText->writeCentered(PLAY_AREA_CENTER_X, PLAY_AREA_CENTER_Y + BLOCK * 2, mLang->getText(45));
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mMenuGameOver->render();
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mFade->render();
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@@ -3427,7 +3457,7 @@ void Game::initPaths()
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}
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// Letrero de GetReady
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const int size = mTextBig->lenght(mLang->getText(75));
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const int size = mTextBig->lenght(mLang->getText(75), -4);
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const float start1 = PLAY_AREA_LEFT - size;
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const float finish1 = PLAY_AREA_CENTER_X - (size / 2);
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@@ -3470,6 +3500,7 @@ void Game::updateGameCompleted()
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// Actualiza las variables de ayuda
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void Game::updateHelper()
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{
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// El ayudante solo funciona para un jugador
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// Solo ofrece ayuda cuando la amenaza o la velocidad es elevada
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if (mMenaceCurrent > 15)
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{
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