Remove goto L12 - take two
On't know if you let me near this code again but here is a second stab at removing "goto L12" Previous attempt failed because of trying to continue the outer do{}while(false) Adding an extra for(;;) loop where the only repeat is the former "goto L12" is replaced by continue. All other exits are returns and a break;
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c2df849dad
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1 changed files with 89 additions and 79 deletions
168
main.c
168
main.c
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@ -623,89 +623,99 @@ static bool playermove(token_t verb, int motion)
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* block travel and then redo it once the blocking condition has been
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* block travel and then redo it once the blocking condition has been
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* removed.
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* removed.
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*/
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*/
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for (;;) {
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for (;;) { /* L12 loop */
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game.newloc = scratchloc / 1000;
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for (;;) {
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motion = MOD(game.newloc, 100);
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game.newloc = scratchloc / 1000;
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if (!SPECIAL(game.newloc)) {
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motion = MOD(game.newloc, 100);
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if (game.newloc <= 100) {
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if (!SPECIAL(game.newloc)) {
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if (game.newloc == 0 || PCT(game.newloc))
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if (game.newloc <= 100) {
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if (game.newloc == 0 || PCT(game.newloc))
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break;
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/* else fall through */
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}
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if (TOTING(motion) || (game.newloc > 200 && AT(motion)))
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break;
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break;
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/* else fall through */
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/* else fall through */
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}
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} else if (game.prop[motion] != game.newloc / 100 - 3)
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if (TOTING(motion) || (game.newloc > 200 && AT(motion)))
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break;
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break;
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/* else fall through */
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do {
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} else if (game.prop[motion] != game.newloc / 100 - 3)
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if (TRAVEL[kk] < 0)
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break;
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BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION);
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L12:
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++kk;
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do {
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game.newloc = labs(TRAVEL[kk]) / 1000;
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if (TRAVEL[kk] < 0)
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} while
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BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION);
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(game.newloc == scratchloc);
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++kk;
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scratchloc = game.newloc;
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game.newloc = labs(TRAVEL[kk]) / 1000;
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} while
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(game.newloc == scratchloc);
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scratchloc = game.newloc;
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}
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game.newloc = MOD(scratchloc, 1000);
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if (!SPECIAL(game.newloc))
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return true;
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if (game.newloc <= 500) {
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game.newloc = game.newloc - SPECIALBASE;
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switch (game.newloc) {
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case 1:
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/* Travel 301. Plover-alcove passage. Can carry only
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* emerald. Note: travel table must include "useless"
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* entries going through passage, which can never be used for
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* actual motion, but can be spotted by "go back". */
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/* FIXME: Arithmetic on location numbers */
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game.newloc = 99 + 100 - game.loc;
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if (game.holdng > 1 || (game.holdng == 1 && !TOTING(EMERALD))) {
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game.newloc = game.loc;
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RSPEAK(MUST_DROP);
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}
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return true;
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case 2:
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/* Travel 302. Plover transport. Drop the emerald (only use
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* special travel if toting it), so he's forced to use the
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* plover-passage to get it out. Having dropped it, go back and
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* pretend he wasn't carrying it after all. */
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DROP(EMERALD, game.loc);
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goto L12;
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case 3:
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/* Travel 303. Troll bridge. Must be done only as special
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* motion so that dwarves won't wander across and encounter
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* the bear. (They won't follow the player there because
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* that region is forbidden to the pirate.) If
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* game.prop(TROLL)=1, he's crossed since paying, so step out
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* and block him. (standard travel entries check for
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* game.prop(TROLL)=0.) Special stuff for bear. */
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if (game.prop[TROLL] == 1) {
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PSPEAK(TROLL, 1);
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game.prop[TROLL] = 0;
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MOVE(TROLL2, 0);
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MOVE(TROLL2 + NOBJECTS, 0);
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MOVE(TROLL, PLAC[TROLL]);
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MOVE(TROLL + NOBJECTS, FIXD[TROLL]);
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JUGGLE(CHASM);
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game.newloc = game.loc;
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return true;
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} else {
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game.newloc = PLAC[TROLL] + FIXD[TROLL] - game.loc;
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if (game.prop[TROLL] == 0)game.prop[TROLL] = 1;
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if (!TOTING(BEAR)) return true;
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RSPEAK(BRIDGE_COLLAPSE);
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game.prop[CHASM] = 1;
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game.prop[TROLL] = 2;
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DROP(BEAR, game.newloc);
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game.fixed[BEAR] = -1;
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game.prop[BEAR] = 3;
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game.oldlc2 = game.newloc;
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croak();
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}
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}
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}
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BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST);
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game.newloc = MOD(scratchloc, 1000);
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if (!SPECIAL(game.newloc))
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return true;
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if (game.newloc <= 500) {
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game.newloc = game.newloc - SPECIALBASE;
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switch (game.newloc) {
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case 1:
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/* Travel 301. Plover-alcove passage. Can carry only
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* emerald. Note: travel table must include "useless"
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* entries going through passage, which can never be used for
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* actual motion, but can be spotted by "go back". */
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/* FIXME: Arithmetic on location numbers */
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game.newloc = 99 + 100 - game.loc;
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if (game.holdng > 1 || (game.holdng == 1 && !TOTING(EMERALD))) {
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game.newloc = game.loc;
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RSPEAK(MUST_DROP);
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}
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return true;
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case 2:
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/* Travel 302. Plover transport. Drop the emerald (only use
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* special travel if toting it), so he's forced to use the
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* plover-passage to get it out. Having dropped it, go back and
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* pretend he wasn't carrying it after all. */
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DROP(EMERALD, game.loc);
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do {
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if (TRAVEL[kk] < 0)
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BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION);
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++kk;
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game.newloc = labs(TRAVEL[kk]) / 1000;
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} while
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(game.newloc == scratchloc);
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scratchloc = game.newloc;
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continue; /* goto L12 */
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case 3:
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/* Travel 303. Troll bridge. Must be done only as special
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* motion so that dwarves won't wander across and encounter
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* the bear. (They won't follow the player there because
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* that region is forbidden to the pirate.) If
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* game.prop(TROLL)=1, he's crossed since paying, so step out
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* and block him. (standard travel entries check for
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* game.prop(TROLL)=0.) Special stuff for bear. */
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if (game.prop[TROLL] == 1) {
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PSPEAK(TROLL, 1);
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game.prop[TROLL] = 0;
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MOVE(TROLL2, 0);
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MOVE(TROLL2 + NOBJECTS, 0);
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MOVE(TROLL, PLAC[TROLL]);
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MOVE(TROLL + NOBJECTS, FIXD[TROLL]);
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JUGGLE(CHASM);
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game.newloc = game.loc;
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return true;
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} else {
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game.newloc = PLAC[TROLL] + FIXD[TROLL] - game.loc;
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if (game.prop[TROLL] == 0)game.prop[TROLL] = 1;
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if (!TOTING(BEAR)) return true;
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RSPEAK(BRIDGE_COLLAPSE);
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game.prop[CHASM] = 1;
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game.prop[TROLL] = 2;
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DROP(BEAR, game.newloc);
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game.fixed[BEAR] = -1;
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game.prop[BEAR] = 3;
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game.oldlc2 = game.newloc;
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croak();
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}
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}
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BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST);
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}
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break; /* Leave L12 loop */
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}
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}
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} while
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} while
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(false);
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(false);
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