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@ -80,6 +80,7 @@ using namespace std;
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#include "df/unit_soul.h"
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#include "df/unit_wound.h"
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#include "df/world.h"
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#include "df/unit_action.h"
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using namespace DFHack;
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using namespace df::enums;
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@ -1949,3 +1950,192 @@ int Units::getStressCategoryRaw(int32_t stress_level)
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}
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return level;
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}
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struct AffectedActionTypesGroupContainer
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{
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std::vector<std::vector<bool>> groups;
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AffectedActionTypesGroupContainer()
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{
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// "All" category
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std::vector<bool> & allVector = groups[Units::ActionTypeGroup::All];
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// reinitialise allVector to the length of the df::unit_action_type enum
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allVector[df::unit_action_type::Move] = true;
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allVector[df::unit_action_type::Attack] = true;
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allVector[df::unit_action_type::HoldTerrain] = true;
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allVector[df::unit_action_type::Climb] = true;
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allVector[df::unit_action_type::Job] = true;
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allVector[df::unit_action_type::Talk] = true;
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allVector[df::unit_action_type::Unsteady] = true;
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allVector[df::unit_action_type::Dodge] = true;
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allVector[df::unit_action_type::Recover] = true;
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allVector[df::unit_action_type::StandUp] = true;
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allVector[df::unit_action_type::LieDown] = true;
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allVector[df::unit_action_type::Job2] = true;
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allVector[df::unit_action_type::PushObject] = true;
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allVector[df::unit_action_type::SuckBlood] = true;
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// "Movement" category
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std::vector<bool> & movementVector = groups[Units::ActionTypeGroup::Movement];
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// reinitialise movementVector to falses with the length of the df::unit_action_type enum
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movementVector[df::unit_action_type::Move] = true;
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movementVector[df::unit_action_type::HoldTerrain] = true;
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movementVector[df::unit_action_type::Climb] = true;
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// Include Unsteady?
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movementVector[df::unit_action_type::Dodge] = true;
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movementVector[df::unit_action_type::Recover] = true;
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movementVector[df::unit_action_type::StandUp] = true;
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movementVector[df::unit_action_type::LieDown] = true;
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movementVector[df::unit_action_type::PushObject] = true;
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// "MovementFeet" category
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std::vector<bool> & movementFeetVector = groups[Units::ActionTypeGroup::MovementFeet];
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// reinitialise movementFeetVector to falses with the length of the df::unit_action_type enum
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movementFeetVector[df::unit_action_type::Move] = true;
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// Include Unsteady?
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movementFeetVector[df::unit_action_type::Dodge] = true;
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movementFeetVector[df::unit_action_type::Recover] = true;
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movementFeetVector[df::unit_action_type::PushObject] = true;
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// "Offensive" category
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std::vector<bool> & offensiveVector = groups[Units::ActionTypeGroup::Offensive];
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// reinitialise offensiveVector to falses with the length of the df::unit_action_type enum
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offensiveVector[df::unit_action_type::Attack] = true;
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offensiveVector[df::unit_action_type::SuckBlood] = true;
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// "Work" category
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std::vector<bool> & workVector = groups[Units::ActionTypeGroup::Work];
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// reinitialise workVector to falses with the length of the df::unit_action_type enum
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workVector[df::unit_action_type::Job] = true;
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workVector[df::unit_action_type::Job2] = true;
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workVector[df::unit_action_type::PushObject] = true;
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}
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};
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int *getActionTimerPointer(df::unit_action *action) {
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switch (action->type)
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{
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case unit_action_type::None:
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break;
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case unit_action_type::Move:
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return &action->data.move.timer;
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case unit_action_type::Attack:
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if (action->data.attack.timer1 != 0) {
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// Wind-up timer is still active, work on it
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return &action->data.attack.timer1;
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} else {
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// Wind-up timer is finished, work on recovery timer
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return &action->data.attack.timer2;
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}
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case unit_action_type::HoldTerrain:
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return &action->data.holdterrain.timer;
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case unit_action_type::Climb:
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return &action->data.climb.timer;
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case unit_action_type::Job:
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return &action->data.job.timer;
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// could also patch the unit->job.current_job->completion_timer
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case unit_action_type::Talk:
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return &action->data.talk.timer;
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case unit_action_type::Unsteady:
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return &action->data.unsteady.timer;
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case unit_action_type::Dodge:
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return &action->data.dodge.timer;
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case unit_action_type::Recover:
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return &action->data.recover.timer;
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case unit_action_type::StandUp:
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return &action->data.standup.timer;
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case unit_action_type::LieDown:
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return &action->data.liedown.timer;
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case unit_action_type::Job2:
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return &action->data.job2.timer;
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// could also patch the unit->job.current_job->completion_timer
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case unit_action_type::PushObject:
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return &action->data.pushobject.timer;
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case unit_action_type::SuckBlood:
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return &action->data.suckblood.timer;
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case unit_action_type::Jump:
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case unit_action_type::ReleaseTerrain:
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case unit_action_type::Parry:
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case unit_action_type::Block:
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case unit_action_type::HoldItem:
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case unit_action_type::ReleaseItem:
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default:
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break;
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}
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return nullptr;
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}
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void Units::subtractActionTimer(df::unit *unit, int amount, int affectedActionType)
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{
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CHECK_NULL_POINTER(unit);
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for (auto action : unit->actions) {
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if (affectedActionType != action->type) continue;
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int *timer = getActionTimerPointer(action);
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if (timer != nullptr && *timer != 0) {
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*timer = max(*timer - amount, 1);
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}
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}
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}
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void Units::subtractActionTimerCategory(df::unit *unit, int amount, int affectedActionTypes)
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{
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CHECK_NULL_POINTER(unit);
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static AffectedActionTypesGroupContainer groupContainer;
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for (auto action : unit->actions) {
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if (!groupContainer.groups[affectedActionTypes][action->type]) continue;
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int *timer = getActionTimerPointer(action);
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if (timer != nullptr && *timer != 0) {
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*timer = max(*timer - amount, 1);
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}
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}
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}
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void Units::multiplyActionTimer(df::unit *unit, float amount, int affectedActionType)
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{
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CHECK_NULL_POINTER(unit);
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for (auto action : unit->actions) {
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if (affectedActionType != action->type) continue;
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int *timer = getActionTimerPointer(action);
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if (timer != nullptr && *timer != 0) {
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*timer = max(int(*timer * amount), 1);
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}
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}
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}
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void Units::multiplyActionTimerCategory(df::unit *unit, float amount, int affectedActionTypes)
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{
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CHECK_NULL_POINTER(unit);
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static AffectedActionTypesGroupContainer groupContainer;
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for (auto action : unit->actions) {
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if (!groupContainer.groups[affectedActionTypes][action->type]) continue;
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int *timer = getActionTimerPointer(action);
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if (timer != nullptr && *timer != 0) {
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*timer = max(int(*timer * amount), 1);
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}
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}
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}
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void Units::setActionTimer(df::unit *unit, int amount, int affectedActionType)
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{
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CHECK_NULL_POINTER(unit);
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for (auto action : unit->actions) {
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if (affectedActionType != action->type) continue;
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int *timer = getActionTimerPointer(action);
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if (timer != nullptr && *timer != 0) {
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*timer = amount;
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}
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}
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}
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void Units::setActionTimerCategory(df::unit *unit, int amount, int affectedActionTypes)
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{
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CHECK_NULL_POINTER(unit);
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static AffectedActionTypesGroupContainer groupContainer;
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for (auto action : unit->actions) {
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if (!groupContainer.groups[affectedActionTypes][action->type]) continue;
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int *timer = getActionTimerPointer(action);
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if (timer != nullptr && *timer != 0) {
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*timer = amount;
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}
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}
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}
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