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GameConstants: move operators into header and always inline them
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@ -25,58 +25,6 @@ const PlayerColor PlayerColor::NEUTRAL = PlayerColor(255);
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const PlayerColor PlayerColor::PLAYER_LIMIT = PlayerColor(PLAYER_LIMIT_I);
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const TeamID TeamID::NO_TEAM = TeamID(255);
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#define ID_LIKE_OPERATORS_INTERNAL(A, B, AN, BN) \
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bool operator==(const A & a, const B & b) \
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{ \
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return AN == BN ; \
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} \
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bool operator!=(const A & a, const B & b) \
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{ \
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return AN != BN ; \
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} \
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bool operator<(const A & a, const B & b) \
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{ \
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return AN < BN ; \
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} \
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bool operator<=(const A & a, const B & b) \
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{ \
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return AN <= BN ; \
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} \
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bool operator>(const A & a, const B & b) \
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{ \
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return AN > BN ; \
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} \
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bool operator>=(const A & a, const B & b) \
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{ \
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return AN >= BN ; \
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}
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#define ID_LIKE_OPERATORS(CLASS_NAME, ENUM_NAME) \
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ID_LIKE_OPERATORS_INTERNAL(CLASS_NAME, CLASS_NAME, a.num, b.num) \
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ID_LIKE_OPERATORS_INTERNAL(CLASS_NAME, ENUM_NAME, a.num, b) \
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ID_LIKE_OPERATORS_INTERNAL(ENUM_NAME, CLASS_NAME, a, b.num)
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ID_LIKE_OPERATORS(SecondarySkill, SecondarySkill::ESecondarySkill)
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ID_LIKE_OPERATORS(Obj, Obj::EObj)
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ID_LIKE_OPERATORS(ETerrainType, ETerrainType::EETerrainType)
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ID_LIKE_OPERATORS(EPathfindingLayer, EPathfindingLayer::EEPathfindingLayer)
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ID_LIKE_OPERATORS(ArtifactID, ArtifactID::EArtifactID)
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ID_LIKE_OPERATORS(ArtifactPosition, ArtifactPosition::EArtifactPosition)
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ID_LIKE_OPERATORS(CreatureID, CreatureID::ECreatureID)
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ID_LIKE_OPERATORS(SpellID, SpellID::ESpellID)
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ID_LIKE_OPERATORS(BuildingID, BuildingID::EBuildingID)
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ID_LIKE_OPERATORS(BFieldType, BFieldType::EBFieldType)
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CArtifact * ArtifactID::toArtifact() const
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{
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return VLC->arth->artifacts[*this];
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@ -93,18 +93,37 @@ CLASS_NAME & advance(int i) \
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}
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#define ID_LIKE_OPERATORS_INTERNAL_DECLS(A, B) \
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bool DLL_LINKAGE operator==(const A & a, const B & b); \
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bool DLL_LINKAGE operator!=(const A & a, const B & b); \
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bool DLL_LINKAGE operator<(const A & a, const B & b); \
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bool DLL_LINKAGE operator<=(const A & a, const B & b); \
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bool DLL_LINKAGE operator>(const A & a, const B & b); \
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bool DLL_LINKAGE operator>=(const A & a, const B & b);
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// Operators are performance-critical and to be inlined they must be in header
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#define ID_LIKE_OPERATORS_INTERNAL(A, B, AN, BN) \
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STRONG_INLINE bool operator==(const A & a, const B & b) \
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{ \
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return AN == BN ; \
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} \
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STRONG_INLINE bool operator!=(const A & a, const B & b) \
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{ \
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return AN != BN ; \
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} \
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STRONG_INLINE bool operator<(const A & a, const B & b) \
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{ \
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return AN < BN ; \
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} \
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STRONG_INLINE bool operator<=(const A & a, const B & b) \
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{ \
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return AN <= BN ; \
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} \
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STRONG_INLINE bool operator>(const A & a, const B & b) \
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{ \
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return AN > BN ; \
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} \
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STRONG_INLINE bool operator>=(const A & a, const B & b) \
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{ \
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return AN >= BN ; \
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}
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#define ID_LIKE_OPERATORS_DECLS(CLASS_NAME, ENUM_NAME) \
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ID_LIKE_OPERATORS_INTERNAL_DECLS(CLASS_NAME, CLASS_NAME) \
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ID_LIKE_OPERATORS_INTERNAL_DECLS(CLASS_NAME, ENUM_NAME) \
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ID_LIKE_OPERATORS_INTERNAL_DECLS(ENUM_NAME, CLASS_NAME)
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#define ID_LIKE_OPERATORS(CLASS_NAME, ENUM_NAME) \
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ID_LIKE_OPERATORS_INTERNAL(CLASS_NAME, CLASS_NAME, a.num, b.num) \
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ID_LIKE_OPERATORS_INTERNAL(CLASS_NAME, ENUM_NAME, a.num, b) \
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ID_LIKE_OPERATORS_INTERNAL(ENUM_NAME, CLASS_NAME, a, b.num)
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#define OP_DECL_INT(CLASS_NAME, OP) \
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@ -296,7 +315,7 @@ public:
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ESecondarySkill num;
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};
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ID_LIKE_OPERATORS_DECLS(SecondarySkill, SecondarySkill::ESecondarySkill)
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ID_LIKE_OPERATORS(SecondarySkill, SecondarySkill::ESecondarySkill)
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namespace EAlignment
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{
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@ -384,7 +403,7 @@ public:
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EBuildingID num;
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};
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ID_LIKE_OPERATORS_DECLS(BuildingID, BuildingID::EBuildingID)
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ID_LIKE_OPERATORS(BuildingID, BuildingID::EBuildingID)
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namespace EBuildingState
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{
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@ -651,7 +670,7 @@ public:
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EObj num;
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};
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ID_LIKE_OPERATORS_DECLS(Obj, Obj::EObj)
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ID_LIKE_OPERATORS(Obj, Obj::EObj)
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namespace SecSkillLevel
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{
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@ -743,7 +762,7 @@ public:
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DLL_LINKAGE std::ostream & operator<<(std::ostream & os, const ETerrainType terrainType);
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ID_LIKE_OPERATORS_DECLS(ETerrainType, ETerrainType::EETerrainType)
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ID_LIKE_OPERATORS(ETerrainType, ETerrainType::EETerrainType)
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class DLL_LINKAGE EPathfindingLayer
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{
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@ -763,7 +782,7 @@ public:
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DLL_LINKAGE std::ostream & operator<<(std::ostream & os, const EPathfindingLayer pathfindingLayer);
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ID_LIKE_OPERATORS_DECLS(EPathfindingLayer, EPathfindingLayer::EEPathfindingLayer)
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ID_LIKE_OPERATORS(EPathfindingLayer, EPathfindingLayer::EEPathfindingLayer)
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class BFieldType
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{
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@ -786,7 +805,7 @@ public:
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EBFieldType num;
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};
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ID_LIKE_OPERATORS_DECLS(BFieldType, BFieldType::EBFieldType)
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ID_LIKE_OPERATORS(BFieldType, BFieldType::EBFieldType)
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namespace EPlayerStatus
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{
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@ -826,7 +845,7 @@ public:
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EArtifactPosition num;
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};
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ID_LIKE_OPERATORS_DECLS(ArtifactPosition, ArtifactPosition::EArtifactPosition)
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ID_LIKE_OPERATORS(ArtifactPosition, ArtifactPosition::EArtifactPosition)
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class ArtifactID
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{
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@ -871,7 +890,7 @@ public:
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EArtifactID num;
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};
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ID_LIKE_OPERATORS_DECLS(ArtifactID, ArtifactID::EArtifactID)
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ID_LIKE_OPERATORS(ArtifactID, ArtifactID::EArtifactID)
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class CreatureID
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{
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@ -915,7 +934,7 @@ public:
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ECreatureID num;
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};
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ID_LIKE_OPERATORS_DECLS(CreatureID, CreatureID::ECreatureID)
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ID_LIKE_OPERATORS(CreatureID, CreatureID::ECreatureID)
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class SpellID
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{
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@ -959,7 +978,7 @@ public:
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ESpellID num;
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};
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ID_LIKE_OPERATORS_DECLS(SpellID, SpellID::ESpellID)
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ID_LIKE_OPERATORS(SpellID, SpellID::ESpellID)
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enum class ESpellSchool: ui8
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{
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@ -969,8 +988,6 @@ enum class ESpellSchool: ui8
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EARTH = 3
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};
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ID_LIKE_OPERATORS_DECLS(SpellID, SpellID::ESpellID)
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// Typedef declarations
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typedef ui8 TFaction;
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typedef si64 TExpType;
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@ -981,8 +998,8 @@ typedef si32 TQuantity;
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typedef int TRmgTemplateZoneId;
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#undef ID_LIKE_CLASS_COMMON
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#undef ID_LIKE_OPERATORS_DECLS
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#undef ID_LIKE_OPERATORS_INTERNAL_DECLS
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#undef ID_LIKE_OPERATORS
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#undef ID_LIKE_OPERATORS_INTERNAL
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#undef INSTID_LIKE_CLASS_COMMON
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#undef OP_DECL_INT
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