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	ImDrawList: Prefixed internal functions with underscore, renamed UpdateClipRect() to _OnChangedClipRect(), UpdateTextureID() -> _OnChangedTextureID()
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										14
									
								
								imgui.cpp
									
									
									
									
									
								
							
							
						
						
									
										14
									
								
								imgui.cpp
									
									
									
									
									
								
							@@ -2994,7 +2994,7 @@ void ImGui::GcCompactTransientWindowBuffers(ImGuiWindow* window)
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    window->MemoryDrawListIdxCapacity = window->DrawList->IdxBuffer.Capacity;
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    window->MemoryDrawListVtxCapacity = window->DrawList->VtxBuffer.Capacity;
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    window->IDStack.clear();
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    window->DrawList->ClearFreeMemory();
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    window->DrawList->_ClearFreeMemory();
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    window->DC.ChildWindows.clear();
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    window->DC.ItemFlagsStack.clear();
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    window->DC.ItemWidthStack.clear();
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@@ -3777,11 +3777,11 @@ void ImGui::NewFrame()
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    if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset)
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        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AllowVtxOffset;
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    g.BackgroundDrawList.ResetForNewFrame();
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    g.BackgroundDrawList._ResetForNewFrame();
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    g.BackgroundDrawList.PushTextureID(g.IO.Fonts->TexID);
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    g.BackgroundDrawList.PushClipRectFullScreen();
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    g.ForegroundDrawList.ResetForNewFrame();
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    g.ForegroundDrawList._ResetForNewFrame();
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    g.ForegroundDrawList.PushTextureID(g.IO.Fonts->TexID);
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    g.ForegroundDrawList.PushClipRectFullScreen();
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@@ -4019,8 +4019,8 @@ void ImGui::Shutdown(ImGuiContext* context)
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    g.OpenPopupStack.clear();
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    g.BeginPopupStack.clear();
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    g.DrawDataBuilder.ClearFreeMemory();
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    g.BackgroundDrawList.ClearFreeMemory();
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    g.ForegroundDrawList.ClearFreeMemory();
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    g.BackgroundDrawList._ClearFreeMemory();
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    g.ForegroundDrawList._ClearFreeMemory();
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    g.TabBars.Clear();
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    g.CurrentTabBarStack.clear();
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@@ -4079,7 +4079,7 @@ static void AddDrawListToDrawData(ImVector<ImDrawList*>* out_list, ImDrawList* d
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{
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    // Remove trailing command if unused.
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    // Technically we could return directly instead of popping, but this make things looks neat in Metrics window as well.
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    draw_list->PopUnusedDrawCmd();
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    draw_list->_PopUnusedDrawCmd();
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    if (draw_list->CmdBuffer.Size == 0)
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        return;
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@@ -5859,7 +5859,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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        // DRAWING
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        // Setup draw list and outer clipping rectangle
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        window->DrawList->ResetForNewFrame();
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        window->DrawList->_ResetForNewFrame();
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        window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID);
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        PushClipRect(host_rect.Min, host_rect.Max, false);
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										12
									
								
								imgui.h
									
									
									
									
									
								
							
							
						
						
									
										12
									
								
								imgui.h
									
									
									
									
									
								
							@@ -1991,7 +1991,7 @@ struct ImDrawList
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    // If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData() or create and use your own ImDrawListSharedData (so you can use ImDrawList without ImGui)
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    ImDrawList(const ImDrawListSharedData* shared_data) { _Data = shared_data; Flags = ImDrawListFlags_None; _VtxCurrentIdx = 0; _VtxWritePtr = NULL; _IdxWritePtr = NULL; _OwnerName = NULL; }
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    ~ImDrawList() { ClearFreeMemory(); }
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    ~ImDrawList() { _ClearFreeMemory(); }
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    IMGUI_API void  PushClipRect(ImVec2 clip_rect_min, ImVec2 clip_rect_max, bool intersect_with_current_clip_rect = false);  // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
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    IMGUI_API void  PushClipRectFullScreen();
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    IMGUI_API void  PopClipRect();
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@@ -2070,11 +2070,11 @@ struct ImDrawList
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    inline    void  PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col)         { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); } // Write vertex with unique index
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    // [Internal helpers]
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    IMGUI_API void  ResetForNewFrame();
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    IMGUI_API void  ClearFreeMemory();
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    IMGUI_API void  PopUnusedDrawCmd();
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    IMGUI_API void  UpdateClipRect();
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    IMGUI_API void  UpdateTextureID();
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    IMGUI_API void  _ResetForNewFrame();
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    IMGUI_API void  _ClearFreeMemory();
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    IMGUI_API void  _PopUnusedDrawCmd();
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    IMGUI_API void  _OnChangedClipRect();
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    IMGUI_API void  _OnChangedTextureID();
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};
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// All draw data to render a Dear ImGui frame
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@@ -377,7 +377,7 @@ void ImDrawListSharedData::SetCircleSegmentMaxError(float max_error)
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}
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// Initialize before use in a new frame. We always have a command ready in the buffer.
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void ImDrawList::ResetForNewFrame()
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void ImDrawList::_ResetForNewFrame()
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{
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    // Verify that the ImDrawCmd fields we want to memcmp() are contiguous in memory.
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    // (those should be IM_STATIC_ASSERT() in theory but with our pre C++11 setup the whole check doesn't compile with GCC)
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@@ -400,7 +400,7 @@ void ImDrawList::ResetForNewFrame()
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    CmdBuffer.push_back(ImDrawCmd());
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}
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void ImDrawList::ClearFreeMemory()
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void ImDrawList::_ClearFreeMemory()
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{
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    CmdBuffer.clear();
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    IdxBuffer.clear();
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@@ -439,7 +439,7 @@ void ImDrawList::AddDrawCmd()
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// Pop trailing draw command (used before merging or presenting to user)
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// Note that this leaves the ImDrawList in a state unfit for further commands, as most code assume that CmdBuffer.Size > 0 && CmdBuffer.back().UserCallback == NULL
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void ImDrawList::PopUnusedDrawCmd()
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void ImDrawList::_PopUnusedDrawCmd()
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{
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    if (CmdBuffer.Size == 0)
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        return;
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@@ -469,7 +469,7 @@ void ImDrawList::AddCallback(ImDrawCallback callback, void* callback_data)
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// Our scheme may appears a bit unusual, basically we want the most-common calls AddLine AddRect etc. to not have to perform any check so we always have a command ready in the stack.
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// The cost of figuring out if a new command has to be added or if we can merge is paid in those Update** functions only.
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void ImDrawList::UpdateClipRect()
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void ImDrawList::_OnChangedClipRect()
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{
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    // If current command is used with different settings we need to add a new command
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    ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
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@@ -490,7 +490,7 @@ void ImDrawList::UpdateClipRect()
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    curr_cmd->ClipRect = _CmdHeader.ClipRect;
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}
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void ImDrawList::UpdateTextureID()
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void ImDrawList::_OnChangedTextureID()
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{
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    // If current command is used with different settings we need to add a new command
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    ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
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@@ -528,7 +528,7 @@ void ImDrawList::PushClipRect(ImVec2 cr_min, ImVec2 cr_max, bool intersect_with_
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    _ClipRectStack.push_back(cr);
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    _CmdHeader.ClipRect = cr;
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    UpdateClipRect();
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    _OnChangedClipRect();
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}
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void ImDrawList::PushClipRectFullScreen()
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@@ -540,21 +540,21 @@ void ImDrawList::PopClipRect()
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{
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    _ClipRectStack.pop_back();
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    _CmdHeader.ClipRect = (_ClipRectStack.Size == 0) ? _Data->ClipRectFullscreen : _ClipRectStack.Data[_ClipRectStack.Size - 1];
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    UpdateClipRect();
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    _OnChangedClipRect();
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}
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void ImDrawList::PushTextureID(ImTextureID texture_id)
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{
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    _TextureIdStack.push_back(texture_id);
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    _CmdHeader.TextureId = texture_id;
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    UpdateTextureID();
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    _OnChangedTextureID();
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}
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void ImDrawList::PopTextureID()
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{
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    _TextureIdStack.pop_back();
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    _CmdHeader.TextureId = (_TextureIdStack.Size == 0) ? (ImTextureID)NULL : _TextureIdStack.Data[_TextureIdStack.Size - 1];
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    UpdateTextureID();
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    _OnChangedTextureID();
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}
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// Reserve space for a number of vertices and indices.
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@@ -1378,7 +1378,7 @@ void ImDrawListSplitter::Merge(ImDrawList* draw_list)
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        return;
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    SetCurrentChannel(draw_list, 0);
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    draw_list->PopUnusedDrawCmd();
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    draw_list->_PopUnusedDrawCmd();
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    // Calculate our final buffer sizes. Also fix the incorrect IdxOffset values in each command.
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    int new_cmd_buffer_count = 0;
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@@ -1427,8 +1427,8 @@ void ImDrawListSplitter::Merge(ImDrawList* draw_list)
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        if (int sz = ch._IdxBuffer.Size) { memcpy(idx_write, ch._IdxBuffer.Data, sz * sizeof(ImDrawIdx)); idx_write += sz; }
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    }
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    draw_list->_IdxWritePtr = idx_write;
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    draw_list->UpdateClipRect(); // We call this instead of AddDrawCmd(), so that empty channels won't produce an extra draw call.
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    draw_list->UpdateTextureID();
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    draw_list->_OnChangedClipRect(); // We call this instead of AddDrawCmd(), so that empty channels won't produce an extra draw call.
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    draw_list->_OnChangedTextureID();
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    _Count = 1;
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}
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