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	OpenGL modernization: GLScope modernization #3
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				@ -502,6 +502,10 @@ void GLScope::paintGL()
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				|| (m_triggerChannel == ScopeVis::TriggerMagDb)
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									|| (m_triggerChannel == ScopeVis::TriggerMagDb)
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				)
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									)
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		{
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							{
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								float posLimit = 1.0 / m_amp1;
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								float negLimit = -1.0 / m_amp1;
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					#ifdef GL_DEPRECATED
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			glPushMatrix();
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								glPushMatrix();
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			glTranslatef(m_glScopeRect1.x(), m_glScopeRect1.y() + m_glScopeRect1.height() / 2.0, 0);
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								glTranslatef(m_glScopeRect1.x(), m_glScopeRect1.y() + m_glScopeRect1.height() / 2.0, 0);
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			glScalef(m_glScopeRect1.width(), -(m_glScopeRect1.height() / 2) * m_amp1, 1);
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								glScalef(m_glScopeRect1.width(), -(m_glScopeRect1.height() / 2) * m_amp1, 1);
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@ -510,10 +514,7 @@ void GLScope::paintGL()
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			//glEnable(GL_LINE_SMOOTH);
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								//glEnable(GL_LINE_SMOOTH);
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			glLineWidth(1.0f);
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								glLineWidth(1.0f);
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			glColor4f(0, 1, 0, 0.4);
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								glColor4f(0, 1, 0, 0.4);
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			float posLimit = 1.0 / m_amp1;
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			float negLimit = -1.0 / m_amp1;
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#ifdef GL_DEPRECATED
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			glBegin(GL_LINE_LOOP);
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								glBegin(GL_LINE_LOOP);
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			if ((m_triggerChannel == ScopeVis::TriggerChannelI)
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								if ((m_triggerChannel == ScopeVis::TriggerChannelI)
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@ -528,53 +529,39 @@ void GLScope::paintGL()
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			}
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								}
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			glEnd();
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								glEnd();
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								//glDisable(GL_LINE_SMOOTH);
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								glPopMatrix();
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#else
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					#else
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			if ((m_triggerChannel == ScopeVis::TriggerChannelI)
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					|| (m_triggerChannel == ScopeVis::TriggerMagLin)
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					|| (m_triggerChannel == ScopeVis::TriggerMagDb))
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			{
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			if ((m_triggerLevelDis1 > negLimit) && (m_triggerLevelDis1 < posLimit))
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								if ((m_triggerLevelDis1 > negLimit) && (m_triggerLevelDis1 < posLimit))
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			{
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								{
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				GLfloat q3[] {
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									GLfloat q3[] {
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					0, m_triggerLevelDis1,
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										0, m_triggerLevelDis1,
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					1, m_triggerLevelDis1
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										1, m_triggerLevelDis1
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				};
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									};
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#ifdef GL_ANDROID
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					glEnableVertexAttribArray(GL_VERTEX_ARRAY);
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									float rectX = m_glScopeRect1.x();
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					glVertexAttribPointer(GL_VERTEX_ARRAY, 2, GL_FLOAT, GL_FALSE, 0, q3);
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									float rectY = m_glScopeRect1.y() + m_glScopeRect1.height() / 2.0f;
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					glDrawArrays(GL_LINES, 0, 2);
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									float rectW = m_glScopeRect1.width();
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					glDisableVertexAttribArray(GL_VERTEX_ARRAY);
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									float rectH = -(m_glScopeRect1.height() / 2.0f) * m_amp1;
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#else
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				    glEnableClientState(GL_VERTEX_ARRAY);
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									QVector4D color(0.0f, 1.0f, 0.0f, 0.4f);
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				    glVertexPointer(2, GL_FLOAT, 0, q3);
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									QMatrix4x4 mat;
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				    glDrawArrays(GL_LINES, 0, 2);
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									mat.setToIdentity();
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				    glDisableClientState(GL_VERTEX_ARRAY);
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									mat.translate(-1.0f + 2.0f * rectX, 1.0f - 2.0f * rectY);
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#endif
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									mat.scale(2.0f * rectW, -2.0f * rectH);
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				}
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									m_glShaderSimple.drawSegments(mat, color, q3, 2);
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					//				glPushMatrix();
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					//				glTranslatef(m_glScopeRect1.x(), m_glScopeRect1.y() + m_glScopeRect1.height() / 2.0, 0);
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					//				glScalef(m_glScopeRect1.width(), -(m_glScopeRect1.height() / 2) * m_amp1, 1);
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			}
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								}
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#endif
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					#endif
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			//glDisable(GL_LINE_SMOOTH);
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			glPopMatrix();
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		}
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							}
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		// paint trace #1
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							// paint trace #1
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		if(m_displayTrace->size() > 0)
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							if(m_displayTrace->size() > 0)
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		{
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							{
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			glPushMatrix();
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			glTranslatef(m_glScopeRect1.x(), m_glScopeRect1.y() + m_glScopeRect1.height() / 2.0, 0);
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			glScalef(m_glScopeRect1.width() * (float)m_timeBase / (float)(m_displayTrace->size() - 1), -(m_glScopeRect1.height() / 2) * m_amp1, 1);
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			glEnable(GL_BLEND);
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			glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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			//glEnable(GL_LINE_SMOOTH);
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			glLineWidth(1.0f);
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			glColor4f(1, 1, 0.25f, m_displayTraceIntensity / 100.0);
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			int start = (m_timeOfsProMill/1000.0) * m_displayTrace->size();
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			int end = std::min(start + m_displayTrace->size()/m_timeBase, m_displayTrace->size());
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			if(end - start < 2)
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				start--;
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			float posLimit = 1.0 / m_amp1;
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			float negLimit = -1.0 / m_amp1;
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#ifdef GL_DEPRECATED
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					#ifdef GL_DEPRECATED
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			glBegin(GL_LINE_STRIP);
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								glBegin(GL_LINE_STRIP);
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@ -611,6 +598,13 @@ void GLScope::paintGL()
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			glEnd();
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								glEnd();
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#else
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					#else
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			{
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								{
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									int start = (m_timeOfsProMill/1000.0) * m_displayTrace->size();
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									int end = std::min(start + m_displayTrace->size()/m_timeBase, m_displayTrace->size());
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									if(end - start < 2)
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										start--;
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									float posLimit = 1.0 / m_amp1;
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									float negLimit = -1.0 / m_amp1;
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				GLfloat q3[2*(end -start)];
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									GLfloat q3[2*(end -start)];
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				for (int i = start; i < end; i++)
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									for (int i = start; i < end; i++)
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@ -642,22 +636,25 @@ void GLScope::paintGL()
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						}
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											}
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					}
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										}
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				}
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									}
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#ifdef GL_ANDROID
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				glEnableVertexAttribArray(GL_VERTEX_ARRAY);
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									float rectX = m_glScopeRect1.x();
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				glVertexAttribPointer(GL_VERTEX_ARRAY, 2, GL_FLOAT, GL_FALSE, 0, q3);
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									float rectY = m_glScopeRect1.y() + m_glScopeRect1.height() / 2.0f;
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				glDrawArrays(GL_LINE_STRIP, 0, end - start);
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									float rectW = m_glScopeRect1.width() * (float)m_timeBase / (float)(m_displayTrace->size() - 1);
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				glDisableVertexAttribArray(GL_VERTEX_ARRAY);
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									float rectH = -(m_glScopeRect1.height() / 2.0f) * m_amp1;
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#else
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				glEnableClientState(GL_VERTEX_ARRAY);
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									QVector4D color(1.0f, 1.0f, 0.25f, 0.4f);
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				glVertexPointer(2, GL_FLOAT, 0, q3);
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									QMatrix4x4 mat;
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				glDrawArrays(GL_LINE_STRIP, 0, end - start);
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									mat.setToIdentity();
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				glDisableClientState(GL_VERTEX_ARRAY);
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									mat.translate(-1.0f + 2.0f * rectX, 1.0f - 2.0f * rectY);
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#endif
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									mat.scale(2.0f * rectW, -2.0f * rectH);
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									m_glShaderSimple.drawPolyline(mat, color, q3, end -start);
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					//				glPushMatrix();
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					//				glTranslatef(m_glScopeRect1.x(), m_glScopeRect1.y() + m_glScopeRect1.height() / 2.0, 0);
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					//				glScalef(m_glScopeRect1.width() * (float)m_timeBase / (float)(m_displayTrace->size() - 1), -(m_glScopeRect1.height() / 2) * m_amp1, 1);
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				m_nbPow = end - start;
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									m_nbPow = end - start;
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			}
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								}
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#endif
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					#endif
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			//glDisable(GL_LINE_SMOOTH);
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			glPopMatrix();
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		}
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							}
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		// Paint powers overlays
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							// Paint powers overlays
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