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251
source/blender/src/editgroup.c
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251
source/blender/src/editgroup.c
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/**
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* $Id$
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*
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* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU 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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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL/BL DUAL LICENSE BLOCK *****
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*/
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#include <string.h>
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#include "MEM_guardedalloc.h"
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#include "BLI_blenlib.h"
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#include "BLI_arithb.h"
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#include "BLI_editVert.h"
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#include "DNA_group_types.h"
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#include "DNA_object_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_view3d_types.h"
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#include "BKE_group.h"
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#include "BKE_global.h"
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#include "BKE_main.h"
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#include "BIF_space.h"
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#include "BIF_interface.h"
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#include "BIF_toolbox.h"
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#include "BIF_editgroup.h"
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#include "interface.h"
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#include "blendef.h"
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#include "mydevice.h"
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void set_active_group(void)
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{
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/* with active object, find active group */
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Group *group;
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GroupObject *go;
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G.scene->group= NULL;
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if(BASACT) {
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group= G.main->group.first;
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while(group) {
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go= group->gobject.first;
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while(go) {
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if(go->ob == OBACT) {
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G.scene->group= group;
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return;
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}
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go= go->next;
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}
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group= group->id.next;
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}
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}
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}
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void add_selected_to_group(void)
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{
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Base *base= FIRSTBASE;
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Group *group;
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if(BASACT==NULL) {
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error("No active object");
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return;
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}
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if(okee("Add selected to group")==0) return;
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if(G.scene->group==NULL) G.scene->group= add_group();
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while(base) {
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if TESTBASE(base) {
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/* each object only in one group */
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group= find_group(base->object);
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if(group==G.scene->group);
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else {
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if(group) {
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rem_from_group(group, base->object);
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}
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add_to_group(G.scene->group, base->object);
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base->object->flag |= OB_FROMGROUP;
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base->flag |= OB_FROMGROUP;
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}
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}
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base= base->next;
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}
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allqueue(REDRAWVIEW3D, 0);
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allqueue(REDRAWBUTSANIM, 0);
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}
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void rem_selected_from_group(void)
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{
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Base *base=FIRSTBASE;
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Group *group;
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if(okee("Remove selected from group")==0) return;
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while(base) {
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if TESTBASE(base) {
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group= find_group(base->object);
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if(group) {
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rem_from_group(group, base->object);
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base->object->flag &= ~OB_FROMGROUP;
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base->flag &= ~OB_FROMGROUP;
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}
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}
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base= base->next;
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}
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allqueue(REDRAWVIEW3D, 0);
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allqueue(REDRAWBUTSANIM, 0);
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}
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void group_menu(void)
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{
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Base *base;
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GroupObject *go;
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GroupKey *gk;
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short nr, len;
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char *str, tstr[40];
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if(G.scene->group==NULL) return;
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/* make menu string */
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len= 60;
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gk= G.scene->group->gkey.first;
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while(gk) {
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len+= 36;
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gk= gk->next;
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}
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str= MEM_mallocN(len, "groupmenu");
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strcpy(str, "Group options%t|Select members %x1");
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if(G.scene->group->active)
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strcat(str, "|Overwrite active key %x2|%l");
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nr= 3;
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gk= G.scene->group->gkey.first;
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while(gk) {
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sprintf(tstr, "|Load: %s %%x%d", gk->name, nr++);
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strcat(str, tstr);
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gk= gk->next;
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}
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/* here we go */
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nr= pupmenu(str);
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MEM_freeN(str);
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if(nr==1) {
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go= G.scene->group->gobject.first;
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while(go) {
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go->ob->flag |= SELECT;
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go= go->next;
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}
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/* nasty thing... that should be solved someday */
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base= FIRSTBASE;
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while(base) {
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base->flag= base->object->flag;
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base= base->next;
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}
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}
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else if(nr==2) {
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go= G.scene->group->gobject.first;
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while(go) {
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add_object_key(go, G.scene->group->active);
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go= go->next;
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}
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}
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else if(nr>2) {
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nr-= 2;
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gk= G.scene->group->gkey.first;
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while(gk) {
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nr--;
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if(nr==0) break;
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gk= gk->next;
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}
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G.scene->group->active= gk;
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set_group_key(G.scene->group);
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}
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allqueue(REDRAWVIEW3D, 0);
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allqueue(REDRAWBUTSANIM, 0);
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allspace(REMAKEIPO, 0);
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allqueue(REDRAWIPO, 0);
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}
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void prev_group_key(Group *group)
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{
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GroupKey *gk= group->active;
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if(gk) gk= gk->prev;
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if(gk==NULL) group->active= group->gkey.last;
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else group->active= gk;
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set_group_key(group);
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}
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void next_group_key(Group *group)
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{
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GroupKey *gk= group->active;
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if(gk) gk= gk->next;
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if(gk==NULL) group->active= group->gkey.first;
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else group->active= gk;
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set_group_key(group);
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}
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