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https://github.com/photonstorm/phaser
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ESLint fixes
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3d4b3c1369
commit
0b84b06e48
2 changed files with 24 additions and 43 deletions
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@ -1,14 +1,15 @@
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var GameObject = require('../GameObject');
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var Commands = require('./Commands');
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var Commands = require('./Commands');
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var GameObject = require('../GameObject');
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var TransformMatrix = require('../components/TransformMatrix');
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var TransformMatrix = require('../components/TransformMatrix');
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var pathArray = [];
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var cos = Math.cos;
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var cos = Math.cos;
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var sin = Math.sin;
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var sin = Math.sin;
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var sqrt = Math.sqrt;
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var tempMatrix = new TransformMatrix();
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var currentMatrix = new TransformMatrix();
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var matrixStack = new Float32Array(6 * 1000);
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var matrixStack = new Float32Array(6 * 1000);
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var matrixStackLength = 0;
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var matrixStackLength = 0;
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var currentMatrix = new TransformMatrix();
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var pathArray = [];
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var tempMatrix = new TransformMatrix();
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var Point = function (x, y, width, rgb, alpha)
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var Point = function (x, y, width, rgb, alpha)
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{
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{
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@ -35,19 +36,14 @@ var GraphicsWebGLRenderer = function (renderer, gameObject, interpolationPercent
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var renderTarget = forceRenderTarget || gameObject.renderTarget;
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var renderTarget = forceRenderTarget || gameObject.renderTarget;
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var shapeBatch = renderer.shapeBatch;
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var shapeBatch = renderer.shapeBatch;
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var vertexDataBuffer = shapeBatch.vertexDataBuffer;
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var vertexBufferF32 = vertexDataBuffer.floatView;
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var vertexBufferU32 = vertexDataBuffer.uintView;
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var vertexOffset = 0;
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var cameraScrollX = camera.scrollX * gameObject.scrollFactorX;
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var cameraScrollX = camera.scrollX * gameObject.scrollFactorX;
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var cameraScrollY = camera.scrollY * gameObject.scrollFactorY;
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var cameraScrollY = camera.scrollY * gameObject.scrollFactorY;
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const srcX = gameObject.x - cameraScrollX;
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var srcX = gameObject.x - cameraScrollX;
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const srcY = gameObject.y - cameraScrollY;
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var srcY = gameObject.y - cameraScrollY;
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const srcScaleX = gameObject.scaleX;
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var srcScaleX = gameObject.scaleX;
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const srcScaleY = gameObject.scaleY;
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var srcScaleY = gameObject.scaleY;
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const srcRotation = -gameObject.rotation;
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var srcRotation = -gameObject.rotation;
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var commandBuffer = gameObject.commandBuffer;
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var commandBuffer = gameObject.commandBuffer;
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var value;
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var lineAlpha = 1.0;
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var lineAlpha = 1.0;
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var fillAlpha = 1.0;
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var fillAlpha = 1.0;
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var lineColor = 0;
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var lineColor = 0;
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@ -61,22 +57,10 @@ var GraphicsWebGLRenderer = function (renderer, gameObject, interpolationPercent
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var ty = 0;
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var ty = 0;
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var ta = 0;
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var ta = 0;
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var x, y, radius, startAngle, endAngle, anticlockwise;
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var x, y, radius, startAngle, endAngle, anticlockwise;
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var width, height, txw, tyh;
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var vertexCount = shapeBatch.vertexCount;
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var polygon = [];
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var x0, y0, x1, y1, x2, y2;
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var tx0, ty0, tx1, ty1, tx2, ty2;
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var v0, v1, v2;
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var polygonIndex;
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var path;
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var path;
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var pathLength;
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var point;
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var maxVertices = shapeBatch.maxVertices;
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var translateX, translateY;
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var tempMatrixMatrix = tempMatrix.matrix;
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var tempMatrixMatrix = tempMatrix.matrix;
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var sra, srb, src, srd, sre, srf, cma, cmb, cmc, cmd, cme, cmf;
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var sra, srb, src, srd, sre, srf, cma, cmb, cmc, cmd, cme, cmf;
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var mva, mvb, mvc, mvd, mve, mvf;
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var mva, mvb, mvc, mvd, mve, mvf;
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var abs = Math.abs;
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tempMatrix.applyITRS(srcX, srcY, srcRotation, srcScaleX, srcScaleY);
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tempMatrix.applyITRS(srcX, srcY, srcRotation, srcScaleX, srcScaleY);
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@ -105,9 +89,9 @@ var GraphicsWebGLRenderer = function (renderer, gameObject, interpolationPercent
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for (var cmdIndex = 0, cmdLength = commandBuffer.length; cmdIndex < cmdLength; ++cmdIndex)
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for (var cmdIndex = 0, cmdLength = commandBuffer.length; cmdIndex < cmdLength; ++cmdIndex)
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{
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{
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var cmd = commandBuffer[cmdIndex];
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cmd = commandBuffer[cmdIndex];
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switch(cmd)
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switch (cmd)
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{
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{
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case Commands.ARC:
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case Commands.ARC:
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iteration = 0;
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iteration = 0;
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@ -198,7 +182,7 @@ var GraphicsWebGLRenderer = function (renderer, gameObject, interpolationPercent
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pathArrayIndex < pathArrayLength;
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pathArrayIndex < pathArrayLength;
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++pathArrayIndex)
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++pathArrayIndex)
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{
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{
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var path = pathArray[pathArrayIndex];
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path = pathArray[pathArrayIndex];
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shapeBatch.addStrokePath(
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shapeBatch.addStrokePath(
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/* Graphics Game Object Properties */
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/* Graphics Game Object Properties */
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srcX, srcY, srcScaleX, srcScaleY, srcRotation,
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srcX, srcY, srcScaleX, srcScaleY, srcRotation,
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@ -211,7 +195,6 @@ var GraphicsWebGLRenderer = function (renderer, gameObject, interpolationPercent
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mva, mvb, mvc, mvd, mve, mvf,
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mva, mvb, mvc, mvd, mve, mvf,
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path === this._lastPath,
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path === this._lastPath,
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currentMatrix
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currentMatrix
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);
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);
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}
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}
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break;
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break;
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@ -230,7 +213,6 @@ var GraphicsWebGLRenderer = function (renderer, gameObject, interpolationPercent
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/* Transform */
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/* Transform */
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mva, mvb, mvc, mvd, mve, mvf,
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mva, mvb, mvc, mvd, mve, mvf,
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currentMatrix
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currentMatrix
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);
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);
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cmdIndex += 4;
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cmdIndex += 4;
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@ -252,7 +234,6 @@ var GraphicsWebGLRenderer = function (renderer, gameObject, interpolationPercent
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/* Transform */
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/* Transform */
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mva, mvb, mvc, mvd, mve, mvf,
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mva, mvb, mvc, mvd, mve, mvf,
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currentMatrix
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currentMatrix
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);
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);
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cmdIndex += 6;
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cmdIndex += 6;
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@ -275,11 +256,10 @@ var GraphicsWebGLRenderer = function (renderer, gameObject, interpolationPercent
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/* Transform */
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/* Transform */
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mva, mvb, mvc, mvd, mve, mvf,
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mva, mvb, mvc, mvd, mve, mvf,
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currentMatrix
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currentMatrix
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);
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);
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cmdIndex += 6;
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cmdIndex += 6;
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break
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break;
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case Commands.LINE_TO:
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case Commands.LINE_TO:
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if (lastPath !== null)
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if (lastPath !== null)
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@ -385,6 +365,7 @@ var GraphicsWebGLRenderer = function (renderer, gameObject, interpolationPercent
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break;
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break;
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}
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}
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}
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}
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currentMatrix.loadIdentity();
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currentMatrix.loadIdentity();
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pathArray.length = 0;
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pathArray.length = 0;
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};
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};
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