mirror of
https://github.com/open-goal/jak-project
synced 2026-08-11 03:26:33 -04:00
cd68cb671e
Major change to how `deftype` shows up in our code: - the decompiler will no longer emit the `offset-assert`, `method-count-assert`, `size-assert` and `flag-assert` parameters. There are extremely few cases where having this in the decompiled code is helpful, as the types there come from `all-types` which already has those parameters. This also doesn't break type consistency because: - the asserts aren't compared. - the first step of the test uses `all-types`, which has the asserts, which will throw an error if they're bad. - the decompiler won't emit the `heap-base` parameter unless necessary now. - the decompiler will try its hardest to turn a fixed-offset field into an `overlay-at` field. It falls back to the old offset if all else fails. - `overlay-at` now supports field "dereferencing" to specify the offset that's within a field that's a structure, e.g.: ```lisp (deftype foobar (structure) ((vec vector :inline) (flags int32 :overlay-at (-> vec w)) ) ) ``` in this structure, the offset of `flags` will be 12 because that is the final offset of `vec`'s `w` field within this structure. - **removed ID from all method declarations.** IDs are only ever automatically assigned now. Fixes #3068. - added an `:overlay` parameter to method declarations, in order to declare a new method that goes on top of a previously-defined method. Syntax is `:overlay <method-name>`. Please do not ever use this. - added `state-methods` list parameter. This lets you quickly specify a list of states to be put in the method table. Same syntax as the `states` list parameter. The decompiler will try to put as many states in this as it can without messing with the method ID order. Also changes `defmethod` to make the first type definition (before the arguments) optional. The type can now be inferred from the first argument. Fixes #3093. --------- Co-authored-by: Hat Kid <6624576+Hat-Kid@users.noreply.github.com>
402 lines
18 KiB
Common Lisp
402 lines
18 KiB
Common Lisp
;;-*-Lisp-*-
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(in-package goal)
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;; name: level-h.gc
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;; name in dgo: level-h
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;; dgos: GAME, ENGINE
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;; The level system is responsible for loading and managning the two levels,
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;; including the visible data.
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;; The "level" type contains runtime information about a level (possibly one that is loading)
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;; and the "level-group" type contains two levels.
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(defconstant LEVEL_COUNT 2) ;; there are two levels in memory!
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(declare-type bsp-header basic)
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(declare-type drawable basic)
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(declare-type engine basic)
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(declare-type entity-links-array basic)
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(declare-type entity-ambient-data-array basic)
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(declare-type mood-context basic)
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(declare-type entity-links structure)
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;; DECOMP BEGINS
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;;;;;;;;;;;;;;;
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;; VIS
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;;;;;;;;;;;;;;;
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;; each game "level" has some precomputed visibility.
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;; There's a binary space partition (bsp)
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;; Each leaf node corresponds to a bit string with (up to) 16384 bits
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;; These bits tell you if a certain "drawable" is visible or not.
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;; The drawable's index is the index of its visibilty bit.
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;; Note that not all drawables have a visibility bit - drawable groups sometimes don't and shrub's don't.
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;; One challenge of the visibility system is that you can't actually load the visibility for two levels
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;; at the same time. Each level has a large .VIS file that must be loaded.
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;; The actual level files contain a small amount of VIS file for areas on their borders.
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;; While the .VIS is loading (or you are on the border of two levels), the engine will look in these
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;; small visibility infos.
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;; The large .VIS files are stored on the IOP. As a result, there's a small delay to actually
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;; fetch a visibility string.
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(defenum vis-info-flag
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:bitfield #t
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:type uint32
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(from-vis-file 29) ;; is .VIS file vis?
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(waiting-for-iop-to-ee 30) ;; not here yet
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(using-this-as-only-vis 31) ;; using this as the only visibility data
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)
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;; Information related to visibility data for a level.
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;; This is just metadata that describes the actual visibiltiy data.
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;; The typical use is to do (-> info vis-string idx) to get the offset (in the .VIS file) of the
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;; compressed visibility string for a given bsp leaf.
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;; Each level may have multiple level-vis-infos.
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;; One level-vis-info (the first) is always for the
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;; actual level (stored in .VIS file), and there is typically one for each neighboring level.
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;; The final level-vis-info (7) should always be empty (set to 0 in the bsp-header)
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;; When travelling between two levels, the game will only have one .VIS file loaded,
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;; and it does two lookups in this .VIS file - one for the current level, and one for the nearby
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;; levels. This means that visibility for "beach" near the border of "village1" is stored in
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;; both BEA.VIS and VI1.VIS.
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(deftype level-vis-info (basic)
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((level symbol)
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(from-level symbol)
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(from-bsp bsp-header)
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(flags uint32)
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(length uint32)
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(allocated-length uint32)
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(dictionary-length uint32)
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(dictionary uint32)
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(string-block uint32)
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(ramdisk uint32)
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(vis-bits pointer)
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(current-vis-string uint32)
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(vis-string uint32 :dynamic)
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)
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)
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(defmethod asize-of ((this level-vis-info))
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"Get the size of a level-vis-info in memory"
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(the-as int (+ (-> level-vis-info size) (-> this dictionary-length)))
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)
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;; Per level information related to how to load the level.
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;; These are stored in level-info.gc which is always loaded, so this should have all the information required
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;; to do a level load.
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(deftype level-load-info (basic)
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((name-list symbol 3)
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(index int32) ;; the level number (starting with 1?)
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(name symbol :overlay-at (-> name-list 0))
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(visname symbol :overlay-at (-> name-list 1))
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(nickname symbol :overlay-at (-> name-list 2))
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(packages pair)
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(sound-banks pair)
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(music-bank symbol)
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(ambient-sounds pair)
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(mood symbol)
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(mood-func symbol)
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(ocean symbol)
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(sky symbol)
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(sun-fade float)
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(continues pair)
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(tasks pair)
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(priority int32)
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(load-commands pair)
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(alt-load-commands pair)
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(bsp-mask uint64)
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(bsphere sphere)
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(buzzer int32)
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(bottom-height meters)
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(run-packages pair)
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(prev-level basic)
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(next-level basic)
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(wait-for-load symbol)
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)
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)
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;; The levels are initialized (called "login") over multiple frames.
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;; The state of this process is stored in a login-state.
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(deftype login-state (basic)
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((state int32)
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(pos uint32)
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(elts uint32)
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(elt drawable 16)
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)
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)
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;; The actual "level". This manages loading and running a game level.
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;; These are allocated by the engine and aren't in static level data.
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(deftype level (basic)
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((name symbol)
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(load-name symbol)
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(nickname symbol)
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(index int32)
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(status symbol)
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(other level)
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(heap kheap :inline)
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(bsp bsp-header)
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(art-group load-dir-art-group)
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(info level-load-info)
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(texture-page texture-page 9)
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(loaded-texture-page texture-page 16)
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(loaded-texture-page-count int32)
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(tfrag-tex-foreground-sink-group dma-foreground-sink-group :inline)
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(pris-tex-foreground-sink-group dma-foreground-sink-group :inline)
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(water-tex-foreground-sink-group dma-foreground-sink-group :inline)
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(foreground-sink-group dma-foreground-sink-group 3 :inline :overlay-at tfrag-tex-foreground-sink-group)
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(foreground-draw-engine engine 3)
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(entity entity-links-array)
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(ambient entity-ambient-data-array)
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(closest-object float 9)
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(upload-size int32 9)
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(level-distance meters)
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(inside-sphere? symbol)
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(inside-boxes? symbol)
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(display? symbol)
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(meta-inside? symbol)
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(mood mood-context)
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(mood-func (function mood-context float int none))
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(vis-bits pointer)
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(all-visible? symbol)
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(force-all-visible? symbol)
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(linking basic)
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(vis-info level-vis-info 8)
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(vis-self-index int32)
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(vis-adj-index int32)
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(vis-buffer uint8 2048)
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(mem-usage-block memory-usage-block)
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(mem-usage int32)
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(code-memory-start pointer)
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(code-memory-end pointer)
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(texture-mask uint32 9)
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(force-inside? symbol)
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(pad uint8 56)
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)
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(:methods
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(deactivate (_type_) _type_)
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(is-object-visible? (_type_ int) symbol)
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(add-irq-to-tex-buckets! (_type_) none)
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(unload! (_type_) _type_)
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(bsp-name (_type_) symbol)
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(compute-memory-usage (_type_ object) memory-usage-block)
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(point-in-boxes? (_type_ vector) symbol)
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(update-vis! (_type_ level-vis-info uint uint) symbol)
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(load-continue (_type_) _type_)
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(load-begin (_type_) _type_)
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(login-begin (_type_) _type_)
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(vis-load (_type_) uint)
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(unused-21 (_type_) none)
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(birth (_type_) _type_)
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(level-status-set! (_type_ symbol) _type_)
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(load-required-packages (_type_) _type_)
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(init-vis (_type_) int)
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(vis-clear (_type_) int)
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(debug-print-splitbox (_type_ vector string) none)
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(art-group-get-by-name (_type_ string) art-group)
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)
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)
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(deftype level-group (basic)
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((length int32)
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(log-in-level-bsp bsp-header)
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(loading-level level)
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(entity-link entity-links)
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(border? basic)
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(vis? basic)
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(want-level basic)
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(receiving-level basic)
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(load-commands pair)
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(play? symbol)
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(_hack-pad uint8 :offset 90)
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(level0 level :inline)
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(level1 level :inline)
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(level-default level :inline)
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(level level 3 :inline :overlay-at level0)
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(data level 3 :inline :overlay-at level0)
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(pad uint32)
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)
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(:methods
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(level-get (_type_ symbol) level)
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(level-get-with-status (_type_ symbol) level)
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(level-get-for-use (_type_ symbol symbol) level)
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(activate-levels! (_type_) int)
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(debug-print-entities (_type_ symbol type) none)
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(debug-draw-actors (_type_ symbol) none)
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(actors-update (_type_) object)
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(level-update (_type_) int)
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(level-get-target-inside (_type_) level)
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(alloc-levels! (_type_ symbol) int)
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(load-commands-set! (_type_ pair) pair)
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(art-group-get-by-name (_type_ string) art-group)
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(load-command-get-index (_type_ symbol int) pair)
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(update-vis-volumes (_type_) none)
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(update-vis-volumes-from-nav-mesh (_type_) none)
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(print-volume-sizes (_type_) none)
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(level-status (_type_ symbol) symbol)
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(level-get-most-disposable (_type_) level)
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)
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)
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(defun-extern level-update-after-load level login-state level)
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;; Initialize the level structure. This assigns DMA buckets to each level.
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;; there are 3 foreground sinks per texture bucket: merc, generic, and an unused one.
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;; TODO: figure out exactly which buckets are used for what.
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(define-extern *level* level-group)
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(if (zero? *level*)
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(set! *level*
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(new 'static 'level-group
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:length 2
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:log-in-level-bsp #f
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:loading-level #f
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:entity-link #f
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:border? #f
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:want-level #f
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:load-commands '()
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:play? #f
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:level0 (new 'static 'level
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:name #f
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:status 'inactive
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:tfrag-tex-foreground-sink-group (new 'static 'dma-foreground-sink-group
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:sink (new 'static 'array dma-foreground-sink 3
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(new 'static 'dma-foreground-sink :bucket (bucket-id merc-tfrag-tex0))
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(new 'static 'generic-dma-foreground-sink :bucket (bucket-id generic-tfrag-tex0) :foreground-output-bucket 1)
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)
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)
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:pris-tex-foreground-sink-group (new 'static 'dma-foreground-sink-group
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:sink (new 'static 'array dma-foreground-sink 3
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(new 'static 'dma-foreground-sink :bucket (bucket-id merc-pris0) :foreground-texture-page 1)
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(new 'static 'generic-dma-foreground-sink
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:bucket (bucket-id generic-pris0)
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:foreground-texture-page 1
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:foreground-output-bucket 1
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)
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)
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)
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:water-tex-foreground-sink-group (new 'static 'dma-foreground-sink-group
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:sink (new 'static 'array dma-foreground-sink 3
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(new 'static 'dma-foreground-sink :bucket (bucket-id merc-water0) :foreground-texture-page 2)
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(new 'static 'generic-dma-foreground-sink
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:bucket (bucket-id generic-water0)
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:foreground-texture-page 2
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:foreground-output-bucket 1
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)
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)
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)
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:inside-sphere? #f
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:inside-boxes? #f
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:force-inside? #f
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)
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:level1 (new 'static 'level
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:name #f
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:index 1
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:status 'inactive
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:tfrag-tex-foreground-sink-group (new 'static 'dma-foreground-sink-group
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:sink (new 'static 'array dma-foreground-sink 3
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(new 'static 'dma-foreground-sink :bucket (bucket-id merc-tfrag-tex1) :foreground-texture-level 1)
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(new 'static 'generic-dma-foreground-sink
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:bucket (bucket-id generic-tfrag-tex1)
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:foreground-texture-level 1
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:foreground-output-bucket 1
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)
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)
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)
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:pris-tex-foreground-sink-group (new 'static 'dma-foreground-sink-group :sink (new 'static 'array dma-foreground-sink 3
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(new 'static 'dma-foreground-sink
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:bucket (bucket-id merc-pris1)
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:foreground-texture-page 1
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:foreground-texture-level 1
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)
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(new 'static 'generic-dma-foreground-sink
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:bucket (bucket-id generic-pris1)
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:foreground-texture-page 1
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:foreground-texture-level 1
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:foreground-output-bucket 1
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)
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)
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)
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:water-tex-foreground-sink-group (new 'static 'dma-foreground-sink-group :sink (new 'static 'array dma-foreground-sink 3
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(new 'static 'dma-foreground-sink
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:bucket (bucket-id merc-water1)
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:foreground-texture-page 2
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:foreground-texture-level 1
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)
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(new 'static 'generic-dma-foreground-sink
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:bucket (bucket-id generic-water1)
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:foreground-texture-page 2
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:foreground-texture-level 1
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:foreground-output-bucket 1
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)
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)
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)
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:inside-sphere? #f
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:inside-boxes? #f
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:force-inside? #f
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)
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:level-default (new 'static 'level
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:name 'default
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:index 2
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:status 'reserved
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:tfrag-tex-foreground-sink-group (new 'static 'dma-foreground-sink-group
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:sink (new 'static 'array dma-foreground-sink 3
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(new 'static 'dma-foreground-sink :bucket (bucket-id merc-alpha-tex) :foreground-texture-level 2)
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(new 'static 'generic-dma-foreground-sink
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:bucket (bucket-id generic-alpha-tex)
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:foreground-texture-level 2
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:foreground-output-bucket 1
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)
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)
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)
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:pris-tex-foreground-sink-group (new 'static 'dma-foreground-sink-group :sink (new 'static 'array dma-foreground-sink 3
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(new 'static 'dma-foreground-sink
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:bucket (bucket-id merc-pris-common)
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:foreground-texture-page 1
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:foreground-texture-level 2
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)
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(new 'static 'generic-dma-foreground-sink
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:bucket (bucket-id generic-pris-common)
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:foreground-texture-page 1
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:foreground-texture-level 2
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:foreground-output-bucket 1
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)
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)
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)
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:water-tex-foreground-sink-group (new 'static 'dma-foreground-sink-group :sink (new 'static 'array dma-foreground-sink 3
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(new 'static 'dma-foreground-sink
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:bucket (bucket-id merc-water0)
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:foreground-texture-page 2
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:foreground-texture-level 2
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)
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(new 'static 'generic-dma-foreground-sink
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:bucket (bucket-id generic-water0)
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:foreground-texture-page 2
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:foreground-texture-level 2
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:foreground-output-bucket 1
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)
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)
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)
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:inside-sphere? #f
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:inside-boxes? #f
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:force-inside? #f
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)
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)
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)
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)
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(define-extern *level-load-list* pair)
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(define-extern lookup-level-info (function symbol level-load-info))
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