mirror of
https://github.com/rehlds/metamod-r.git
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260 lines
4.6 KiB
C++
260 lines
4.6 KiB
C++
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/*
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at
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* your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* In addition, as a special exception, the author gives permission to
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* link the code of this program with the Half-Life Game Engine ("HL
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* Engine") and Modified Game Libraries ("MODs") developed by Valve,
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* L.L.C ("Valve"). You must obey the GNU General Public License in all
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* respects for all of the code used other than the HL Engine and MODs
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* from Valve. If you modify this file, you may extend this exception
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* to your version of the file, but you are not obligated to do so. If
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* you do not wish to do so, delete this exception statement from your
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* version.
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*
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*/
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#include "precompiled.h"
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ObjectList::ObjectList()
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{
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m_head = m_tail = m_current = nullptr;
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m_number = 0;
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}
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ObjectList::~ObjectList()
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{
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Clear(false);
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}
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bool ObjectList::AddHead(void *newObject)
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{
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// create new element
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element_t *newElement = (element_t *)Mem_ZeroMalloc(sizeof(element_t));
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// out of memory
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if (!newElement)
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return false;
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// insert element
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newElement->object = newObject;
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if (m_head)
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{
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newElement->next = m_head;
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m_head->prev = newElement;
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}
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m_head = newElement;
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// if list was empty set new m_tail
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if (!m_tail)
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m_tail = m_head;
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m_number++;
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return true;
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}
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void *ObjectList::RemoveHead()
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{
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void *retObj;
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// check m_head is present
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if (m_head)
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{
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retObj = m_head->object;
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element_t *newHead = m_head->next;
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if (newHead)
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newHead->prev = nullptr;
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// if only one element is in list also update m_tail
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// if we remove this prev element
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if (m_tail == m_head)
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m_tail = nullptr;
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Mem_Free(m_head);
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m_head = newHead;
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m_number--;
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}
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else
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retObj = nullptr;
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return retObj;
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}
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bool ObjectList::AddTail(void *newObject)
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{
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// create new element
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element_t *newElement = (element_t *)Mem_ZeroMalloc(sizeof(element_t));
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// out of memory
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if (!newElement)
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return false;
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// insert element
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newElement->object = newObject;
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if (m_tail)
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{
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newElement->prev = m_tail;
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m_tail->next = newElement;
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}
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m_tail = newElement;
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// if list was empty set new m_tail
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if (!m_head)
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m_head = m_tail;
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m_number++;
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return true;
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}
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void *ObjectList::RemoveTail()
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{
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void *retObj;
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// check m_tail is present
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if (m_tail)
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{
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retObj = m_tail->object;
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element_t *newTail = m_tail->prev;
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if (newTail)
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newTail->next = nullptr;
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// if only one element is in list also update m_tail
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// if we remove this prev element
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if (m_head == m_tail)
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m_head = nullptr;
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Mem_Free(m_tail);
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m_tail = newTail;
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m_number--;
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}
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else
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retObj = nullptr;
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return retObj;
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}
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bool ObjectList::IsEmpty()
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{
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return (m_head == nullptr);
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}
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int ObjectList::CountElements()
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{
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return m_number;
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}
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bool ObjectList::Contains(void *object)
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{
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element_t *e = m_head;
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while (e && e->object != object) { e = e->next; }
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if (e)
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{
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m_current = e;
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return true;
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}
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else
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{
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return false;
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}
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}
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void ObjectList::Clear(bool freeElementsMemory)
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{
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element_t *ne;
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element_t *e = m_head;
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while (e)
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{
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ne = e->next;
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if (freeElementsMemory && e->object)
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Mem_Free(e->object);
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Mem_Free(e);
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e = ne;
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}
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m_head = m_tail = m_current = nullptr;
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m_number = 0;
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}
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bool ObjectList::Remove(void *object)
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{
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element_t *e = m_head;
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while (e && e->object != object) { e = e->next; }
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if (e)
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{
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if (e->prev) e->prev->next = e->next;
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if (e->next) e->next->prev = e->prev;
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if (m_head == e) m_head = e->next;
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if (m_tail == e) m_tail = e->prev;
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if (m_current == e) m_current= e->next;
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Mem_Free(e);
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m_number--;
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}
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return (e != nullptr);
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}
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void ObjectList::Init()
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{
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m_head = m_tail = m_current = nullptr;
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m_number = 0;
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}
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void *ObjectList::GetFirst()
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{
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if (m_head)
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{
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m_current = m_head->next;
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return m_head->object;
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}
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else
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{
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m_current = nullptr;
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return nullptr;
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}
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}
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void *ObjectList::GetNext()
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{
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void *retObj = nullptr;
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if (m_current)
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{
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retObj = m_current->object;
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m_current = m_current->next;
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}
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return retObj;
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}
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bool ObjectList::Add(void *newObject)
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{
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return AddTail(newObject);
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}
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