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//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010 EDuke32 developers and contributors
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This file is part of EDuke32.
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EDuke32 is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#ifndef __gamevars_h__
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#define __gamevars_h__
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#include "gamedef.h"
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#define MAXGAMEVARS 2048 // must be a power of two
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#define MAXVARLABEL 26
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// store global game definitions
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enum GamevarFlags_t {
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    GAMEVAR_PERPLAYER  = 0x00000001, // per-player variable
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    GAMEVAR_PERACTOR   = 0x00000002, // per-actor variable
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    GAMEVAR_USER_MASK  = (GAMEVAR_PERPLAYER|GAMEVAR_PERACTOR),
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    GAMEVAR_RESET      = 0x00000008, // INTERNAL, don't use
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    GAMEVAR_DEFAULT    = 0x00000100, // UNUSED, but always cleared for user-defined gamevars
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    GAMEVAR_SECRET     = 0x00000200, // don't dump...
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    GAMEVAR_NODEFAULT  = 0x00000400, // don't reset on actor spawn
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    GAMEVAR_SYSTEM     = 0x00000800, // cannot change mode flags...(only default value)
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    GAMEVAR_READONLY   = 0x00001000, // values are read-only (no setvar allowed)
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    GAMEVAR_INTPTR     = 0x00002000, // plValues is a pointer to an int32_t
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    GAMEVAR_SHORTPTR   = 0x00008000, // plValues is a pointer to a short
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    GAMEVAR_CHARPTR    = 0x00010000, // plValues is a pointer to a char
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    GAMEVAR_PTR_MASK   = (GAMEVAR_INTPTR|GAMEVAR_SHORTPTR|GAMEVAR_CHARPTR),
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    GAMEVAR_NORESET    = 0x00020000, // var values are not reset when restoring map state
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    GAMEVAR_SPECIAL    = 0x00040000, // flag for structure member shortcut vars
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    GAMEVAR_NOMULTI    = 0x00080000, // don't attach to multiplayer packets
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};
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#if !defined LUNATIC
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# define MAXGAMEARRAYS (MAXGAMEVARS>>2) // must be lower than MAXGAMEVARS
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# define MAXARRAYLABEL MAXVARLABEL
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enum GamearrayFlags_t {
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    GAMEARRAY_READONLY = 0x00001000,
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    GAMEARRAY_WARN = 0x00002000,
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    GAMEARRAY_NORMAL   = 0x00004000,
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    GAMEARRAY_OFCHAR   = 0x00000001,
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    GAMEARRAY_OFSHORT  = 0x00000002,
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    GAMEARRAY_OFINT    = 0x00000004,
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    GAMEARRAY_TYPE_MASK = GAMEARRAY_OFCHAR|GAMEARRAY_OFSHORT|GAMEARRAY_OFINT,
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    GAMEARRAY_VARSIZE = 0x00000020,
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    GAMEARRAY_RESET    = 0x00000008,
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///    GAMEARRAY_NORESET  = 0x00000001,
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};
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#pragma pack(push,1)
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typedef struct {
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    union {
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        intptr_t lValue;
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        intptr_t *plValues;     // array of values when 'per-player', or 'per-actor'
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    } val;
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    intptr_t lDefault;
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    uintptr_t dwFlags;
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    char *szLabel;
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} gamevar_t;
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typedef struct {
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    char *szLabel;
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    intptr_t *plValues;     // array of values
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    intptr_t size;
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    intptr_t dwFlags;
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} gamearray_t;
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#pragma pack(pop)
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# define GAR_ELTSZ (sizeof(aGameArrays[0].plValues[0]))
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extern gamevar_t aGameVars[MAXGAMEVARS];
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extern gamearray_t aGameArrays[MAXGAMEARRAYS];
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extern int32_t g_gameVarCount;
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extern int32_t g_gameArrayCount;
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int32_t __fastcall Gv_GetVar(int32_t id, int32_t iActor, int32_t iPlayer);
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void __fastcall Gv_SetVar(int32_t id, int32_t lValue, int32_t iActor, int32_t iPlayer);
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int32_t __fastcall Gv_GetVarX(int32_t id);
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void __fastcall Gv_SetVarX(int32_t id, int32_t lValue);
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int32_t Gv_GetVarByLabel(const char *szGameLabel,int32_t lDefault,int32_t iActor,int32_t iPlayer);
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int32_t Gv_NewArray(const char *pszLabel,void *arrayptr,intptr_t asize,uint32_t dwFlags);
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int32_t Gv_NewVar(const char *pszLabel,intptr_t lValue,uint32_t dwFlags);
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void __fastcall A_ResetVars(int32_t iActor);
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void Gv_DumpValues(void);
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void Gv_InitWeaponPointers(void);
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void Gv_RefreshPointers(void);
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void Gv_ResetVars(void);
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int32_t Gv_ReadSave(int32_t fil,int32_t newbehav);
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void Gv_WriteSave(FILE *fil,int32_t newbehav);
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#else
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extern int32_t g_noResetVars;
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extern LUNATIC_CB void (*A_ResetVars)(int32_t iActor);
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#endif
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void Gv_ResetSystemDefaults(void);
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void Gv_Init(void);
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void Gv_FinalizeWeaponDefaults(void);
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#if !defined LUNATIC
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#define GV_VAROP(func, operator) static inline void __fastcall func(int32_t id, int32_t lValue) \
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{ \
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    switch (aGameVars[id].dwFlags & (GAMEVAR_USER_MASK|GAMEVAR_PTR_MASK)) \
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    { \
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    default: \
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        aGameVars[id].val.lValue operator lValue; \
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        break; \
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    case GAMEVAR_PERPLAYER: \
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        if (EDUKE32_PREDICT_FALSE((unsigned)vm.g_p > MAXPLAYERS-1)) break; \
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        aGameVars[id].val.plValues[vm.g_p] operator lValue; \
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        break; \
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    case GAMEVAR_PERACTOR: \
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        if (EDUKE32_PREDICT_FALSE((unsigned)vm.g_i > MAXSPRITES-1)) break; \
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        aGameVars[id].val.plValues[vm.g_i] operator lValue; \
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        break; \
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    case GAMEVAR_INTPTR: \
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        *((int32_t *)aGameVars[id].val.lValue) operator (int32_t)lValue; \
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        break; \
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    case GAMEVAR_SHORTPTR: \
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        *((int16_t *)aGameVars[id].val.lValue) operator (int16_t)lValue; \
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        break; \
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    case GAMEVAR_CHARPTR: \
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        *((uint8_t *)aGameVars[id].val.lValue) operator (uint8_t)lValue; \
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        break; \
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    } \
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}
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// even though libdivide is faster than straight division (when using the LUT) the overhead makes this slower on x86
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// ARM, however, has no hardware integer division
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#if defined(__arm__) || defined(LIBDIVIDE_ALWAYS)
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static inline void __fastcall Gv_DivVar(int32_t id, int32_t lValue)
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{
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    static libdivide_s32_t sdiv;
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    static int32_t lastlValue;
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    libdivide_s32_t *dptr = &sdiv;
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    intptr_t *iptr = &aGameVars[id].val.lValue;
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    if (EDUKE32_PREDICT_FALSE((aGameVars[id].dwFlags & GAMEVAR_PERPLAYER && (unsigned) vm.g_p > MAXPLAYERS-1) ||
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        (aGameVars[id].dwFlags & GAMEVAR_PERACTOR && (unsigned) vm.g_i > MAXSPRITES-1))) return;
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    if ((unsigned) lValue < DIVTABLESIZE)
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        dptr = (libdivide_s32_t *)&divtable32[lValue];
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    else if (lValue != lastlValue)
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        sdiv = libdivide_s32_gen(lValue), lastlValue = lValue;
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    switch (aGameVars[id].dwFlags & (GAMEVAR_USER_MASK|GAMEVAR_PTR_MASK))
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    {
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    case GAMEVAR_PERPLAYER:
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        iptr = &aGameVars[id].val.plValues[vm.g_p];
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    default:
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        break;
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    case GAMEVAR_PERACTOR:
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        iptr = &aGameVars[id].val.plValues[vm.g_i];
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        break;
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    case GAMEVAR_INTPTR:
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        *((int32_t *) aGameVars[id].val.lValue) = (int32_t) libdivide_s32_do(*((int32_t *) aGameVars[id].val.lValue), dptr);
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        return;
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    case GAMEVAR_SHORTPTR:
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        *((int16_t *) aGameVars[id].val.lValue) = (int16_t) libdivide_s32_do(*((int16_t *) aGameVars[id].val.lValue), dptr);
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        return;
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    case GAMEVAR_CHARPTR:
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        *((uint8_t *) aGameVars[id].val.lValue) = (uint8_t) libdivide_s32_do(*((uint8_t *) aGameVars[id].val.lValue), dptr);
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        return;
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    }
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    *iptr = libdivide_s32_do(*iptr, dptr);
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}
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#else
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GV_VAROP(Gv_DivVar, /=)
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#endif
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GV_VAROP(Gv_AddVar, +=)
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GV_VAROP(Gv_SubVar, -=)
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GV_VAROP(Gv_MulVar, *=)
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GV_VAROP(Gv_ModVar, %=)
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GV_VAROP(Gv_AndVar, &=)
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GV_VAROP(Gv_XorVar, ^=)
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GV_VAROP(Gv_OrVar, |=)
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#endif
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#endif