wined3d: Merge destination rectangle operations into a single block in IWineD3DBaseSurfaceImpl_Blt().
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@ -1033,107 +1033,105 @@ HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *D
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memset(&xsrc, 0, sizeof(xsrc));
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}
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/* For the Destination rect, it can be out of bounds on the condition that a clipper
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* is set for the given surface.
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*/
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if (!This->clipper && DestRect &&
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((DestRect->bottom > This->currentDesc.Height)||(DestRect->bottom < 0) ||
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(DestRect->top > This->currentDesc.Height)||(DestRect->top < 0) ||
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(DestRect->left > This->currentDesc.Width) ||(DestRect->left < 0) ||
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(DestRect->right > This->currentDesc.Width) ||(DestRect->right < 0) ||
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(DestRect->right < DestRect->left) ||(DestRect->bottom < DestRect->top)))
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{
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WARN("Application gave us bad destination rectangle for Blt without a clipper set.\n");
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return WINEDDERR_INVALIDRECT;
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}
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/* Now handle negative values in the rectangles. Warning: only supported
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* for now in the 'simple' cases (ie not in any stretching / rotation
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* cases). First, the case where nothing is to be done. */
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if (DestRect && (DestRect->bottom <= 0 || DestRect->right <= 0
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|| DestRect->top >= (int)This->currentDesc.Height
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|| DestRect->left >= (int)This->currentDesc.Width))
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{
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TRACE("Nothing to be done.\n");
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return WINED3D_OK;
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}
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if (DestRect)
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{
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xdst = *DestRect;
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/* For the Destination rect, it can be out of bounds on the condition
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* that a clipper is set for the given surface. */
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if (!This->clipper && (DestRect->right < DestRect->left || DestRect->bottom < DestRect->top
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|| DestRect->left > This->currentDesc.Width || DestRect->left < 0
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|| DestRect->top > This->currentDesc.Height || DestRect->top < 0
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|| DestRect->right > This->currentDesc.Width || DestRect->right < 0
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|| DestRect->bottom > This->currentDesc.Height || DestRect->bottom < 0))
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{
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WARN("Application gave us bad destination rectangle for Blt without a clipper set.\n");
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return WINEDDERR_INVALIDRECT;
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}
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if (DestRect->right <= 0 || DestRect->bottom <= 0
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|| DestRect->left >= (int)This->currentDesc.Width
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|| DestRect->top >= (int)This->currentDesc.Height)
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{
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TRACE("Nothing to be done.\n");
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return WINED3D_OK;
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}
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if (!Src)
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{
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RECT full_rect;
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full_rect.left = 0;
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full_rect.top = 0;
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full_rect.right = This->currentDesc.Width;
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full_rect.bottom = This->currentDesc.Height;
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IntersectRect(&xdst, &full_rect, DestRect);
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}
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else
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{
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BOOL clip_horiz, clip_vert;
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xdst = *DestRect;
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clip_horiz = xdst.left < 0 || xdst.right > (int)This->currentDesc.Width;
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clip_vert = xdst.top < 0 || xdst.bottom > (int)This->currentDesc.Height;
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if (clip_vert || clip_horiz)
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{
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/* Now check if this is a special case or not... */
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if ((Flags & WINEDDBLT_DDFX)
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|| (clip_horiz && xdst.right - xdst.left != xsrc.right - xsrc.left)
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|| (clip_vert && xdst.bottom - xdst.top != xsrc.bottom - xsrc.top))
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{
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WARN("Out of screen rectangle in special case. Not handled right now.\n");
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return WINED3D_OK;
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}
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if (clip_horiz)
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{
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if (xdst.left < 0)
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{
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xsrc.left -= xdst.left;
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xdst.left = 0;
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}
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if (xdst.right > This->currentDesc.Width)
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{
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xsrc.right -= (xdst.right - (int)This->currentDesc.Width);
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xdst.right = (int)This->currentDesc.Width;
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}
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}
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if (clip_vert)
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{
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if (xdst.top < 0)
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{
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xsrc.top -= xdst.top;
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xdst.top = 0;
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}
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if (xdst.bottom > This->currentDesc.Height)
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{
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xsrc.bottom -= (xdst.bottom - (int)This->currentDesc.Height);
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xdst.bottom = (int)This->currentDesc.Height;
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}
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}
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/* And check if after clipping something is still to be done... */
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if ((xdst.right <= 0) || (xdst.bottom <= 0)
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|| (xdst.left >= (int)This->currentDesc.Width)
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|| (xdst.top >= (int)This->currentDesc.Height)
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|| (xsrc.right <= 0) || (xsrc.bottom <= 0)
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|| (xsrc.left >= (int) Src->currentDesc.Width)
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|| (xsrc.top >= (int)Src->currentDesc.Height))
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{
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TRACE("Nothing to be done after clipping.\n");
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return WINED3D_OK;
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}
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}
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}
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}
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else
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{
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xdst.top = 0;
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xdst.left = 0;
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xdst.top = 0;
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xdst.right = This->currentDesc.Width;
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xdst.bottom = This->currentDesc.Height;
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xdst.left = 0;
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xdst.right = This->currentDesc.Width;
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}
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/* The easy case : the source-less blits.... */
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if (Src == NULL && DestRect)
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{
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RECT full_rect;
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RECT temp_rect; /* No idea if intersect rect can be the same as one of the source rect */
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full_rect.left = 0;
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full_rect.top = 0;
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full_rect.right = This->currentDesc.Width;
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full_rect.bottom = This->currentDesc.Height;
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IntersectRect(&temp_rect, &full_rect, DestRect);
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xdst = temp_rect;
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}
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else if (DestRect)
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{
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/* Only handle clipping on the destination rectangle */
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int clip_horiz = (DestRect->left < 0) || (DestRect->right > (int) This->currentDesc.Width );
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int clip_vert = (DestRect->top < 0) || (DestRect->bottom > (int) This->currentDesc.Height);
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if (clip_vert || clip_horiz)
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{
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/* Now check if this is a special case or not... */
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if ((((DestRect->bottom - DestRect->top ) != (xsrc.bottom - xsrc.top )) && clip_vert ) ||
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(((DestRect->right - DestRect->left) != (xsrc.right - xsrc.left)) && clip_horiz) ||
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(Flags & WINEDDBLT_DDFX))
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{
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WARN("Out of screen rectangle in special case. Not handled right now.\n");
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return WINED3D_OK;
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}
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if (clip_horiz)
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{
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if (DestRect->left < 0) { xsrc.left -= DestRect->left; xdst.left = 0; }
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if (DestRect->right > This->currentDesc.Width)
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{
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xsrc.right -= (DestRect->right - (int) This->currentDesc.Width);
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xdst.right = (int) This->currentDesc.Width;
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}
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}
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if (clip_vert)
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{
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if (DestRect->top < 0)
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{
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xsrc.top -= DestRect->top;
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xdst.top = 0;
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}
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if (DestRect->bottom > This->currentDesc.Height)
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{
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xsrc.bottom -= (DestRect->bottom - (int) This->currentDesc.Height);
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xdst.bottom = (int) This->currentDesc.Height;
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}
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}
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/* And check if after clipping something is still to be done... */
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if ((xdst.bottom <= 0) || (xdst.right <= 0) ||
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(xdst.top >= (int) This->currentDesc.Height) ||
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(xdst.left >= (int) This->currentDesc.Width) ||
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(xsrc.bottom <= 0) || (xsrc.right <= 0) ||
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(xsrc.top >= (int) Src->currentDesc.Height) ||
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(xsrc.left >= (int) Src->currentDesc.Width))
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{
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TRACE("Nothing to be done after clipping !\n");
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return WINED3D_OK;
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}
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}
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}
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if (Src == This)
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