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/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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/*
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===== h_battery.cpp ========================================================
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battery-related code
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*/
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#include "extdll.h"
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#include "util.h"
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#include "cbase.h"
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#include "saverestore.h"
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#include "skill.h"
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#include "gamerules.h"
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#include "weapons.h"
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#include "game.h"
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class CRecharge : public CBaseToggle
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{
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public:
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void Spawn();
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void Precache( void );
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void EXPORT Off(void);
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void EXPORT Recharge(void);
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void KeyValue( KeyValueData *pkvd );
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void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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virtual int ObjectCaps( void ) { return ( CBaseToggle::ObjectCaps() | FCAP_CONTINUOUS_USE ) & ~FCAP_ACROSS_TRANSITION; }
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virtual int Save( CSave &save );
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virtual int Restore( CRestore &restore );
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virtual STATE GetState( void );
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static TYPEDESCRIPTION m_SaveData[];
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float m_flNextCharge;
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int m_iReactivate; // DeathMatch Delay until reactvated
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int m_iJuice;
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int m_iOn; // 0 = off, 1 = startup, 2 = going
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float m_flSoundTime;
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};
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TYPEDESCRIPTION CRecharge::m_SaveData[] =
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{
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DEFINE_FIELD( CRecharge, m_flNextCharge, FIELD_TIME ),
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DEFINE_FIELD( CRecharge, m_iReactivate, FIELD_INTEGER ),
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DEFINE_FIELD( CRecharge, m_iJuice, FIELD_INTEGER ),
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DEFINE_FIELD( CRecharge, m_iOn, FIELD_INTEGER ),
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DEFINE_FIELD( CRecharge, m_flSoundTime, FIELD_TIME ),
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};
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IMPLEMENT_SAVERESTORE( CRecharge, CBaseEntity )
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LINK_ENTITY_TO_CLASS( func_recharge, CRecharge )
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void CRecharge::KeyValue( KeyValueData *pkvd )
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{
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if( FStrEq( pkvd->szKeyName, "style" ) ||
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FStrEq( pkvd->szKeyName, "height" ) ||
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FStrEq( pkvd->szKeyName, "value1" ) ||
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FStrEq( pkvd->szKeyName, "value2" ) ||
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FStrEq( pkvd->szKeyName, "value3" ) )
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{
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pkvd->fHandled = TRUE;
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}
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else if( FStrEq( pkvd->szKeyName, "dmdelay" ) )
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{
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m_iReactivate = atoi( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else
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CBaseToggle::KeyValue( pkvd );
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}
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void CRecharge::Spawn()
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{
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Precache();
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pev->solid = SOLID_BSP;
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pev->movetype = MOVETYPE_PUSH;
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UTIL_SetOrigin(this, pev->origin); // set size and link into world
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UTIL_SetSize( pev, pev->mins, pev->maxs );
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SET_MODEL( ENT( pev ), STRING( pev->model ) );
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m_iJuice = (int)gSkillData.suitchargerCapacity;
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pev->frame = 0;
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//LRC
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if (m_iStyle >= 32) LIGHT_STYLE(m_iStyle, "a");
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else if (m_iStyle <= -32) LIGHT_STYLE(-m_iStyle, "z");
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}
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void CRecharge::Precache()
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{
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PRECACHE_SOUND( "items/suitcharge1.wav" );
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PRECACHE_SOUND( "items/suitchargeno1.wav" );
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PRECACHE_SOUND( "items/suitchargeok1.wav" );
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}
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void CRecharge::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
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{
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// if it's not a player, ignore
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if( !FClassnameIs( pActivator->pev, "player" ) )
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return;
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// if there is no juice left, turn it off
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if( m_iJuice <= 0 )
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{
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pev->frame = 1;
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//LRC
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if (m_iStyle >= 32) LIGHT_STYLE(m_iStyle, "z");
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else if (m_iStyle <= -32) LIGHT_STYLE(-m_iStyle, "a");
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Off();
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}
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// if the player doesn't have the suit, or there is no juice left, make the deny noise
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if( ( m_iJuice <= 0 ) || ( !( pActivator->pev->weapons & ( 1 << WEAPON_SUIT ) ) ) || ( ( chargerfix.value ) && ( pActivator->pev->armorvalue == MAX_NORMAL_BATTERY ) ) )
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{
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if( m_flSoundTime <= gpGlobals->time )
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{
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m_flSoundTime = gpGlobals->time + 0.62;
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EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/suitchargeno1.wav", 0.85, ATTN_NORM );
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}
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return;
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}
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SetNextThink( 0.25 );
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SetThink( &CRecharge::Off );
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// Time to recharge yet?
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if( m_flNextCharge >= gpGlobals->time )
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return;
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// Make sure that we have a caller
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if( !pActivator )
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return;
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m_hActivator = pActivator;
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//only recharge the player
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if( !m_hActivator->IsPlayer() )
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return;
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// Play the on sound or the looping charging sound
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if( !m_iOn )
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{
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m_iOn++;
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EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/suitchargeok1.wav", 0.85, ATTN_NORM );
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m_flSoundTime = 0.56 + gpGlobals->time;
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}
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if( ( m_iOn == 1 ) && ( m_flSoundTime <= gpGlobals->time ) )
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{
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m_iOn++;
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EMIT_SOUND( ENT( pev ), CHAN_STATIC, "items/suitcharge1.wav", 0.85, ATTN_NORM );
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}
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// charge the player
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if( m_hActivator->pev->armorvalue < 100 )
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{
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m_iJuice--;
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m_hActivator->pev->armorvalue += 1;
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if( m_hActivator->pev->armorvalue > 100 )
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m_hActivator->pev->armorvalue = 100;
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}
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// govern the rate of charge
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m_flNextCharge = gpGlobals->time + 0.1;
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}
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void CRecharge::Recharge( void )
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{
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m_iJuice = (int)gSkillData.suitchargerCapacity;
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pev->frame = 0;
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//LRC
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if (m_iStyle >= 32) LIGHT_STYLE(m_iStyle, "a");
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else if (m_iStyle <= -32) LIGHT_STYLE(-m_iStyle, "z");
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SetThink(&CRecharge:: SUB_DoNothing );
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}
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void CRecharge::Off( void )
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{
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// Stop looping sound.
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if( m_iOn > 1 )
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STOP_SOUND( ENT( pev ), CHAN_STATIC, "items/suitcharge1.wav" );
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m_iOn = 0;
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if( ( !m_iJuice ) && ( ( m_iReactivate = (int)g_pGameRules->FlHEVChargerRechargeTime() ) > 0 ) )
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{
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SetNextThink( m_iReactivate );
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SetThink( &CRecharge::Recharge );
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}
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else
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SetThink(&CRecharge:: SUB_DoNothing );
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}
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STATE CRecharge::GetState( void )
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{
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if (m_iOn == 2)
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return STATE_IN_USE;
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else if (m_iJuice)
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return STATE_ON;
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else
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return STATE_OFF;
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}
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