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📄 cg_main.c

📁 quakeIII源码这个不用我多说吧
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	cgs.media.sfx_railg = trap_S_RegisterSound ("sound/weapons/railgun/railgf1a.wav", qfalse);
	cgs.media.sfx_rockexp = trap_S_RegisterSound ("sound/weapons/rocket/rocklx1a.wav", qfalse);
	cgs.media.sfx_plasmaexp = trap_S_RegisterSound ("sound/weapons/plasma/plasmx1a.wav", qfalse);
#ifdef MISSIONPACK
	cgs.media.sfx_proxexp = trap_S_RegisterSound( "sound/weapons/proxmine/wstbexpl.wav" , qfalse);
	cgs.media.sfx_nghit = trap_S_RegisterSound( "sound/weapons/nailgun/wnalimpd.wav" , qfalse);
	cgs.media.sfx_nghitflesh = trap_S_RegisterSound( "sound/weapons/nailgun/wnalimpl.wav" , qfalse);
	cgs.media.sfx_nghitmetal = trap_S_RegisterSound( "sound/weapons/nailgun/wnalimpm.wav", qfalse );
	cgs.media.sfx_chghit = trap_S_RegisterSound( "sound/weapons/vulcan/wvulimpd.wav", qfalse );
	cgs.media.sfx_chghitflesh = trap_S_RegisterSound( "sound/weapons/vulcan/wvulimpl.wav", qfalse );
	cgs.media.sfx_chghitmetal = trap_S_RegisterSound( "sound/weapons/vulcan/wvulimpm.wav", qfalse );
	cgs.media.weaponHoverSound = trap_S_RegisterSound( "sound/weapons/weapon_hover.wav", qfalse );
	cgs.media.kamikazeExplodeSound = trap_S_RegisterSound( "sound/items/kam_explode.wav", qfalse );
	cgs.media.kamikazeImplodeSound = trap_S_RegisterSound( "sound/items/kam_implode.wav", qfalse );
	cgs.media.kamikazeFarSound = trap_S_RegisterSound( "sound/items/kam_explode_far.wav", qfalse );
	cgs.media.winnerSound = trap_S_RegisterSound( "sound/feedback/voc_youwin.wav", qfalse );
	cgs.media.loserSound = trap_S_RegisterSound( "sound/feedback/voc_youlose.wav", qfalse );
	cgs.media.youSuckSound = trap_S_RegisterSound( "sound/misc/yousuck.wav", qfalse );

	cgs.media.wstbimplSound = trap_S_RegisterSound("sound/weapons/proxmine/wstbimpl.wav", qfalse);
	cgs.media.wstbimpmSound = trap_S_RegisterSound("sound/weapons/proxmine/wstbimpm.wav", qfalse);
	cgs.media.wstbimpdSound = trap_S_RegisterSound("sound/weapons/proxmine/wstbimpd.wav", qfalse);
	cgs.media.wstbactvSound = trap_S_RegisterSound("sound/weapons/proxmine/wstbactv.wav", qfalse);
#endif

	cgs.media.regenSound = trap_S_RegisterSound("sound/items/regen.wav", qfalse);
	cgs.media.protectSound = trap_S_RegisterSound("sound/items/protect3.wav", qfalse);
	cgs.media.n_healthSound = trap_S_RegisterSound("sound/items/n_health.wav", qfalse );
	cgs.media.hgrenb1aSound = trap_S_RegisterSound("sound/weapons/grenade/hgrenb1a.wav", qfalse);
	cgs.media.hgrenb2aSound = trap_S_RegisterSound("sound/weapons/grenade/hgrenb2a.wav", qfalse);

#ifdef MISSIONPACK
	trap_S_RegisterSound("sound/player/james/death1.wav", qfalse );
	trap_S_RegisterSound("sound/player/james/death2.wav", qfalse );
	trap_S_RegisterSound("sound/player/james/death3.wav", qfalse );
	trap_S_RegisterSound("sound/player/james/jump1.wav", qfalse );
	trap_S_RegisterSound("sound/player/james/pain25_1.wav", qfalse );
	trap_S_RegisterSound("sound/player/james/pain75_1.wav", qfalse );
	trap_S_RegisterSound("sound/player/james/pain100_1.wav", qfalse );
	trap_S_RegisterSound("sound/player/james/falling1.wav", qfalse );
	trap_S_RegisterSound("sound/player/james/gasp.wav", qfalse );
	trap_S_RegisterSound("sound/player/james/drown.wav", qfalse );
	trap_S_RegisterSound("sound/player/james/fall1.wav", qfalse );
	trap_S_RegisterSound("sound/player/james/taunt.wav", qfalse );

	trap_S_RegisterSound("sound/player/janet/death1.wav", qfalse );
	trap_S_RegisterSound("sound/player/janet/death2.wav", qfalse );
	trap_S_RegisterSound("sound/player/janet/death3.wav", qfalse );
	trap_S_RegisterSound("sound/player/janet/jump1.wav", qfalse );
	trap_S_RegisterSound("sound/player/janet/pain25_1.wav", qfalse );
	trap_S_RegisterSound("sound/player/janet/pain75_1.wav", qfalse );
	trap_S_RegisterSound("sound/player/janet/pain100_1.wav", qfalse );
	trap_S_RegisterSound("sound/player/janet/falling1.wav", qfalse );
	trap_S_RegisterSound("sound/player/janet/gasp.wav", qfalse );
	trap_S_RegisterSound("sound/player/janet/drown.wav", qfalse );
	trap_S_RegisterSound("sound/player/janet/fall1.wav", qfalse );
	trap_S_RegisterSound("sound/player/janet/taunt.wav", qfalse );
#endif

}


//===================================================================================


/*
=================
CG_RegisterGraphics

This function may execute for a couple of minutes with a slow disk.
=================
*/
static void CG_RegisterGraphics( void ) {
	int			i;
	char		items[MAX_ITEMS+1];
	static char		*sb_nums[11] = {
		"gfx/2d/numbers/zero_32b",
		"gfx/2d/numbers/one_32b",
		"gfx/2d/numbers/two_32b",
		"gfx/2d/numbers/three_32b",
		"gfx/2d/numbers/four_32b",
		"gfx/2d/numbers/five_32b",
		"gfx/2d/numbers/six_32b",
		"gfx/2d/numbers/seven_32b",
		"gfx/2d/numbers/eight_32b",
		"gfx/2d/numbers/nine_32b",
		"gfx/2d/numbers/minus_32b",
	};

	// clear any references to old media
	memset( &cg.refdef, 0, sizeof( cg.refdef ) );
	trap_R_ClearScene();

	CG_LoadingString( cgs.mapname );

	trap_R_LoadWorldMap( cgs.mapname );

	// precache status bar pics
	CG_LoadingString( "game media" );

	for ( i=0 ; i<11 ; i++) {
		cgs.media.numberShaders[i] = trap_R_RegisterShader( sb_nums[i] );
	}

	cgs.media.botSkillShaders[0] = trap_R_RegisterShader( "menu/art/skill1.tga" );
	cgs.media.botSkillShaders[1] = trap_R_RegisterShader( "menu/art/skill2.tga" );
	cgs.media.botSkillShaders[2] = trap_R_RegisterShader( "menu/art/skill3.tga" );
	cgs.media.botSkillShaders[3] = trap_R_RegisterShader( "menu/art/skill4.tga" );
	cgs.media.botSkillShaders[4] = trap_R_RegisterShader( "menu/art/skill5.tga" );

	cgs.media.viewBloodShader = trap_R_RegisterShader( "viewBloodBlend" );

	cgs.media.deferShader = trap_R_RegisterShaderNoMip( "gfx/2d/defer.tga" );

	cgs.media.scoreboardName = trap_R_RegisterShaderNoMip( "menu/tab/name.tga" );
	cgs.media.scoreboardPing = trap_R_RegisterShaderNoMip( "menu/tab/ping.tga" );
	cgs.media.scoreboardScore = trap_R_RegisterShaderNoMip( "menu/tab/score.tga" );
	cgs.media.scoreboardTime = trap_R_RegisterShaderNoMip( "menu/tab/time.tga" );

	cgs.media.smokePuffShader = trap_R_RegisterShader( "smokePuff" );
	cgs.media.smokePuffRageProShader = trap_R_RegisterShader( "smokePuffRagePro" );
	cgs.media.shotgunSmokePuffShader = trap_R_RegisterShader( "shotgunSmokePuff" );
#ifdef MISSIONPACK
	cgs.media.nailPuffShader = trap_R_RegisterShader( "nailtrail" );
	cgs.media.blueProxMine = trap_R_RegisterModel( "models/weaphits/proxmineb.md3" );
#endif
	cgs.media.plasmaBallShader = trap_R_RegisterShader( "sprites/plasma1" );
	cgs.media.bloodTrailShader = trap_R_RegisterShader( "bloodTrail" );
	cgs.media.lagometerShader = trap_R_RegisterShader("lagometer" );
	cgs.media.connectionShader = trap_R_RegisterShader( "disconnected" );

	cgs.media.waterBubbleShader = trap_R_RegisterShader( "waterBubble" );

	cgs.media.tracerShader = trap_R_RegisterShader( "gfx/misc/tracer" );
	cgs.media.selectShader = trap_R_RegisterShader( "gfx/2d/select" );

	for ( i = 0 ; i < NUM_CROSSHAIRS ; i++ ) {
		cgs.media.crosshairShader[i] = trap_R_RegisterShader( va("gfx/2d/crosshair%c", 'a'+i) );
	}

	cgs.media.backTileShader = trap_R_RegisterShader( "gfx/2d/backtile" );
	cgs.media.noammoShader = trap_R_RegisterShader( "icons/noammo" );

	// powerup shaders
	cgs.media.quadShader = trap_R_RegisterShader("powerups/quad" );
	cgs.media.quadWeaponShader = trap_R_RegisterShader("powerups/quadWeapon" );
	cgs.media.battleSuitShader = trap_R_RegisterShader("powerups/battleSuit" );
	cgs.media.battleWeaponShader = trap_R_RegisterShader("powerups/battleWeapon" );
	cgs.media.invisShader = trap_R_RegisterShader("powerups/invisibility" );
	cgs.media.regenShader = trap_R_RegisterShader("powerups/regen" );
	cgs.media.hastePuffShader = trap_R_RegisterShader("hasteSmokePuff" );

#ifdef MISSIONPACK
	if ( cgs.gametype == GT_CTF || cgs.gametype == GT_1FCTF || cgs.gametype == GT_HARVESTER || cg_buildScript.integer ) {
#else
	if ( cgs.gametype == GT_CTF || cg_buildScript.integer ) {
#endif
		cgs.media.redCubeModel = trap_R_RegisterModel( "models/powerups/orb/r_orb.md3" );
		cgs.media.blueCubeModel = trap_R_RegisterModel( "models/powerups/orb/b_orb.md3" );
		cgs.media.redCubeIcon = trap_R_RegisterShader( "icons/skull_red" );
		cgs.media.blueCubeIcon = trap_R_RegisterShader( "icons/skull_blue" );
	}

#ifdef MISSIONPACK
	if ( cgs.gametype == GT_CTF || cgs.gametype == GT_1FCTF || cgs.gametype == GT_HARVESTER || cg_buildScript.integer ) {
#else
	if ( cgs.gametype == GT_CTF || cg_buildScript.integer ) {
#endif
		cgs.media.redFlagModel = trap_R_RegisterModel( "models/flags/r_flag.md3" );
		cgs.media.blueFlagModel = trap_R_RegisterModel( "models/flags/b_flag.md3" );
		cgs.media.redFlagShader[0] = trap_R_RegisterShaderNoMip( "icons/iconf_red1" );
		cgs.media.redFlagShader[1] = trap_R_RegisterShaderNoMip( "icons/iconf_red2" );
		cgs.media.redFlagShader[2] = trap_R_RegisterShaderNoMip( "icons/iconf_red3" );
		cgs.media.blueFlagShader[0] = trap_R_RegisterShaderNoMip( "icons/iconf_blu1" );
		cgs.media.blueFlagShader[1] = trap_R_RegisterShaderNoMip( "icons/iconf_blu2" );
		cgs.media.blueFlagShader[2] = trap_R_RegisterShaderNoMip( "icons/iconf_blu3" );
#ifdef MISSIONPACK
		cgs.media.flagPoleModel = trap_R_RegisterModel( "models/flag2/flagpole.md3" );
		cgs.media.flagFlapModel = trap_R_RegisterModel( "models/flag2/flagflap3.md3" );

		cgs.media.redFlagFlapSkin = trap_R_RegisterSkin( "models/flag2/red.skin" );
		cgs.media.blueFlagFlapSkin = trap_R_RegisterSkin( "models/flag2/blue.skin" );
		cgs.media.neutralFlagFlapSkin = trap_R_RegisterSkin( "models/flag2/white.skin" );

		cgs.media.redFlagBaseModel = trap_R_RegisterModel( "models/mapobjects/flagbase/red_base.md3" );
		cgs.media.blueFlagBaseModel = trap_R_RegisterModel( "models/mapobjects/flagbase/blue_base.md3" );
		cgs.media.neutralFlagBaseModel = trap_R_RegisterModel( "models/mapobjects/flagbase/ntrl_base.md3" );
#endif
	}

#ifdef MISSIONPACK
	if ( cgs.gametype == GT_1FCTF || cg_buildScript.integer ) {
		cgs.media.neutralFlagModel = trap_R_RegisterModel( "models/flags/n_flag.md3" );
		cgs.media.flagShader[0] = trap_R_RegisterShaderNoMip( "icons/iconf_neutral1" );
		cgs.media.flagShader[1] = trap_R_RegisterShaderNoMip( "icons/iconf_red2" );
		cgs.media.flagShader[2] = trap_R_RegisterShaderNoMip( "icons/iconf_blu2" );
		cgs.media.flagShader[3] = trap_R_RegisterShaderNoMip( "icons/iconf_neutral3" );
	}

	if ( cgs.gametype == GT_OBELISK || cg_buildScript.integer ) {
		cgs.media.overloadBaseModel = trap_R_RegisterModel( "models/powerups/overload_base.md3" );
		cgs.media.overloadTargetModel = trap_R_RegisterModel( "models/powerups/overload_target.md3" );
		cgs.media.overloadLightsModel = trap_R_RegisterModel( "models/powerups/overload_lights.md3" );
		cgs.media.overloadEnergyModel = trap_R_RegisterModel( "models/powerups/overload_energy.md3" );
	}

	if ( cgs.gametype == GT_HARVESTER || cg_buildScript.integer ) {
		cgs.media.harvesterModel = trap_R_RegisterModel( "models/powerups/harvester/harvester.md3" );
		cgs.media.harvesterRedSkin = trap_R_RegisterSkin( "models/powerups/harvester/red.skin" );
		cgs.media.harvesterBlueSkin = trap_R_RegisterSkin( "models/powerups/harvester/blue.skin" );
		cgs.media.harvesterNeutralModel = trap_R_RegisterModel( "models/powerups/obelisk/obelisk.md3" );
	}

	cgs.media.redKamikazeShader = trap_R_RegisterShader( "models/weaphits/kamikred" );
	cgs.media.dustPuffShader = trap_R_RegisterShader("hasteSmokePuff" );
#endif

	if ( cgs.gametype >= GT_TEAM || cg_buildScript.integer ) {
		cgs.media.friendShader = trap_R_RegisterShader( "sprites/foe" );
		cgs.media.redQuadShader = trap_R_RegisterShader("powerups/blueflag" );
		cgs.media.teamStatusBar = trap_R_RegisterShader( "gfx/2d/colorbar.tga" );
#ifdef MISSIONPACK
		cgs.media.blueKamikazeShader = trap_R_RegisterShader( "models/weaphits/kamikblu" );
#endif
	}

	cgs.media.armorModel = trap_R_RegisterModel( "models/powerups/armor/armor_yel.md3" );
	cgs.media.armorIcon  = trap_R_RegisterShaderNoMip( "icons/iconr_yellow" );

	cgs.media.machinegunBrassModel = trap_R_RegisterModel( "models/weapons2/shells/m_shell.md3" );
	cgs.media.shotgunBrassModel = trap_R_RegisterModel( "models/weapons2/shells/s_shell.md3" );

	cgs.media.gibAbdomen = trap_R_RegisterModel( "models/gibs/abdomen.md3" );
	cgs.media.gibArm = trap_R_RegisterModel( "models/gibs/arm.md3" );
	cgs.media.gibChest = trap_R_RegisterModel( "models/gibs/chest.md3" );
	cgs.media.gibFist = trap_R_RegisterModel( "models/gibs/fist.md3" );
	cgs.media.gibFoot = trap_R_RegisterModel( "models/gibs/foot.md3" );
	cgs.media.gibForearm = trap_R_RegisterModel( "models/gibs/forearm.md3" );
	cgs.media.gibIntestine = trap_R_RegisterModel( "models/gibs/intestine.md3" );
	cgs.media.gibLeg = trap_R_RegisterModel( "models/gibs/leg.md3" );
	cgs.media.gibSkull = trap_R_RegisterModel( "models/gibs/skull.md3" );
	cgs.media.gibBrain = trap_R_RegisterModel( "models/gibs/brain.md3" );

	cgs.media.smoke2 = trap_R_RegisterModel( "models/weapons2/shells/s_shell.md3" );

	cgs.media.balloonShader = trap_R_RegisterShader( "sprites/balloon3" );

	cgs.media.bloodExplosionShader = trap_R_RegisterShader( "bloodExplosion" );

	cgs.media.bulletFlashModel = trap_R_RegisterModel("models/weaphits/bullet.md3");
	cgs.media.ringFlashModel = trap_R_RegisterModel("models/weaphits/ring02.md3");
	cgs.media.dishFlashModel = trap_R_RegisterModel("models/weaphits/boom01.md3");
#ifdef MISSIONPACK
	cgs.media.teleportEffectModel = trap_R_RegisterModel( "models/powerups/pop.md3" );
#else
	cgs.media.teleportEffectModel = trap_R_RegisterModel( "models/misc/telep.md3" );
	cgs.media.teleportEffectShader = trap_R_RegisterShader( "teleportEffect" );
#endif
#ifdef MISSIONPACK
	cgs.media.kamikazeEffectModel = trap_R_RegisterModel( "models/weaphits/kamboom2.md3" );
	cgs.media.kamikazeShockWave = trap_R_RegisterModel( "models/weaphits/kamwave.md3" );
	cgs.media.kamikazeHeadModel = trap_R_RegisterModel( "models/powerups/kamikazi.md3" );
	cgs.media.kamikazeHeadTrail = trap_R_RegisterModel( "models/powerups/trailtest.md3" );
	cgs.media.guardPowerupModel = trap_R_RegisterModel( "models/powerups/guard_player.md3" );
	cgs.media.scoutPowerupModel = trap_R_RegisterModel( "models/powerups/scout_player.md3" );
	cgs.media.doublerPowerupModel = trap_R_RegisterModel( "models/powerups/doubler_player.md3" );
	cgs.media.ammoRegenPowerupModel = trap_R_RegisterModel( "models/powerups/ammo_player.md3" );
	cgs.media.invulnerabilityImpactModel = trap_R_RegisterModel( "models/powerups/shield/impact.md3" );
	cgs.media.invulnerabilityJuicedModel = trap_R_RegisterModel( "models/powerups/shield/juicer.md3" );
	cgs.media.medkitUsageModel = trap_R_RegisterModel( "models/powerups/regen.md3" );
	cgs.media.heartShader = trap_R_RegisterShaderNoMip( "ui/assets/statusbar/selectedhealth.tga" );

#endif

	cgs.media.invulnerabilityPowerupModel = trap_R_RegisterModel( "models/powerups/shield/shield.md3" );
	cgs.media.medalImpressive = trap_R_RegisterShaderNoMip( "medal_impressive" );
	cgs.media.medalExcellent = trap_R_RegisterShaderNoMip( "medal_excellent" );
	cgs.media.medalGauntlet = trap_R_RegisterShaderNoMip( "medal_gauntlet" );
	cgs.media.medalDefend = trap_R_RegisterShaderNoMip( "medal_defend" );
	cgs.media.medalAssist = trap_R_RegisterShaderNoMip( "medal_assist" );
	cgs.media.medalCapture = trap_R_RegisterShaderNoMip( "medal_capture" );


	memset( cg_items, 0, sizeof( cg_items ) );
	memset( cg_weapons, 0, sizeof( cg_weapons ) );

	// only register the items that the server says we need
	strcpy( items, CG_ConfigString( CS_ITEMS) );

	for ( i = 1 ; i < bg_numItems ; i++ ) {
		if ( items[ i ] == '1' || cg_buildScript.integer ) {
			CG_LoadingItem( i );
			CG_RegisterItemVisuals( i );
		}
	}

	// wall marks
	cgs.media.bulletMarkShader = trap_R_RegisterShader( "gfx/damage/bullet_mrk" );
	cgs.media.burnMarkShader = trap_R_RegisterShader( "gfx/damage/burn_med_mrk" );
	cgs.media.holeMarkShader = trap_R_RegisterShader( "gfx/damage/hole_lg_mrk" );
	cgs.media.energyMarkShader = trap_R_RegisterShader( "gfx/damage/plasma_mrk" );
	cgs.media.shadowMarkShader = trap_R_RegisterShader( "markShadow" );
	cgs.media.wakeMarkShader = trap_R_RegisterShader( "wake" );
	cgs.media.bloodMarkShader = trap_R_RegisterShader( "bloodMark" );

	// register the inline models
	cgs.numInlineModels = trap_CM_NumInlineModels();
	for ( i = 1 ; i < cgs.numInlineModels ; i++ ) {
		char	name[10];
		vec3_t			mins, maxs;
		int				j;

		Com_sprintf( name, sizeof(name), "*%i", i );
		cgs.inlineDrawModel[i] = trap_R_RegisterModel( name );
		trap_R_ModelBounds( cgs.inlineDrawModel[i], mins, maxs );
		for ( j = 0 ; j < 3 ; j++ ) {
			cgs.inlineModelMidpoints[i][j] = mins[j] + 0.5 * ( maxs[j] - mins[j] );
		}
	}

	// register all the server specified models
	for (i=1 ; i<MAX_MODELS ; i++) {
		const char		*modelName;

		modelName = CG_ConfigString( CS_MODELS+i );
		if ( !modelName[0] ) {
			break;
		}
		cgs.gameModels[i] = trap_R_RegisterModel( modelName );
	}

#ifdef MISSIONPACK
	// new stuff
	cgs.media.patrolShader = trap_R_RegisterShaderNoMip("ui/assets/statusbar/patrol.tga");
	cgs.media.assaultShader = trap_R_RegisterShaderNoMip("ui/assets/statusbar/assault.tga");
	cgs.media.campShader = trap_R_RegisterShaderNoMip("ui/assets/statusbar/camp.tga");
	cgs.media.followShader = trap_R_RegisterShaderNoMip("ui/assets/statusbar/follow.tga");
	cgs.media.defendShader = trap_R_RegisterShaderNoMip("ui/assets/statusbar/defend.tga");
	cgs.media.teamLeaderShader = trap_R_RegisterShaderNoMip("ui/assets/statusbar/team_leader.tga");
	cgs.media.retrieveShader = trap_R_RegisterShaderNoMip("ui/assets/statusbar/retrieve.tga");
	cgs.media.escortShader = trap_R_RegisterShaderNoMip("ui/assets/statusbar/escort.tga");
	cgs.media.cursor = trap_R_RegisterShaderNoMip( "menu/art/3_cursor2" );
	cgs.media.sizeCursor = trap_R_RegisterShaderNoMip( "ui/assets/sizecursor.tga" );
	cgs.media.selectCursor = trap_R_RegisterShaderNoMip( "ui/assets/selectcursor.tga" );
	cgs.media.flagShaders[0] = trap_R_RegisterShaderNoMip("ui/assets/statusbar/flag_in_base.tga");
	cgs.media.flagShaders[1] = trap_R_RegisterShaderNoMip("ui/assets/statusbar/flag_capture.tga");
	cgs.media.flagShaders[2] = trap_R_RegisterShaderNoMip("ui/assets/statusbar/flag_missing.tga");

	trap_R_RegisterModel( "models/players/james/lower.md3" );
	trap_R_RegisterModel( "models/players/james/upper.md3" );
	trap_R_RegisterModel( "models/players/heads/james/james.md3" );

	trap_R_RegisterModel( "models/players/janet/lower.md3" );
	trap_R_RegisterModel( "models/players/janet/upper.md3" );
	trap_R_RegisterModel( "models/players/heads/janet/janet.md3" );

#endif
	CG_ClearParticles ();
/*
	for (i=1; i<MAX_PARTICLES_AREAS; i++)
	{
		{
			int rval;

			rval = CG_NewParticleArea ( CS_PARTICLES + i);
			if (!rval)
				break;
		}

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