Mercurial > touhou
annotate pytouhou/formats/exe.py @ 233:067f6d9c562b
Fix replay handling a bit
author | Thibaut Girka <thib@sitedethib.com> |
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date | Sat, 31 Dec 2011 02:50:04 +0100 |
parents | 1c24a6d93c1b |
children | e59bd7979ddc |
rev | line source |
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229
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1 # -*- encoding: utf-8 -*- |
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2 ## |
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3 ## Copyright (C) 2011 Thibaut Girka <thib@sitedethib.com> |
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4 ## Copyright (C) 2011 Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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5 ## |
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6 ## This program is free software; you can redistribute it and/or modify |
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7 ## it under the terms of the GNU General Public License as published |
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8 ## by the Free Software Foundation; version 3 only. |
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9 ## |
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10 ## This program is distributed in the hope that it will be useful, |
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11 ## but WITHOUT ANY WARRANTY; without even the implied warranty of |
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12 ## MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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13 ## GNU General Public License for more details. |
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14 ## |
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15 |
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16 from struct import Struct, unpack |
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17 from pytouhou.utils.pe import PEFile |
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18 |
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19 from pytouhou.utils.helpers import get_logger |
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20 |
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21 logger = get_logger(__name__) |
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22 |
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23 |
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24 SQ2 = 2. ** 0.5 / 2. |
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25 |
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26 |
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27 class Shot(object): |
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28 def __init__(self): |
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29 self.interval = 0 |
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30 self.delay = 0 |
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31 self.pos = (0., 0.) |
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32 self.hitbox = (0., 0.) |
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33 self.angle = 0. |
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34 self.speed = 0. |
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35 self.damage = 0 |
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36 self.orb = 0 |
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37 self.type = 0 |
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38 self.sprite = 0 |
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39 self.unknown1 = None |
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40 |
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41 |
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42 class SHT(object): |
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43 def __init__(self): |
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44 #self.unknown1 = None |
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45 #self.bombs = 0. |
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46 #self.unknown2 = None |
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47 self.hitbox = 4. |
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48 self.graze_hitbox = 42. |
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49 self.autocollection_speed = 8. |
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50 self.item_hitbox = 38. |
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51 # No percentage_of_cherry_loss_on_die |
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52 self.point_of_collection = 128 #TODO: find the real default. |
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53 self.horizontal_vertical_speed = 0. |
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54 self.horizontal_vertical_focused_speed = 0. |
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55 self.diagonal_speed = 0. |
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56 self.diagonal_focused_speed = 0. |
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57 self.shots = {} |
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58 |
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59 |
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60 @classmethod |
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61 def find_character_defs(cls, pe_file): |
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62 """Generator returning the possible VA of character definition blocks. |
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63 |
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64 Based on knowledge of the structure, it tries to find valid definition blocks |
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65 without embedding any copyrighted material or hard-coded offsets that would |
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66 only be useful for a specific build of the game. |
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67 """ |
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68 |
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69 format = Struct('<4f2I') |
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70 data_section = [section for section in pe_file.sections |
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71 if section.Name.startswith('.data')][0] |
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72 text_section = [section for section in pe_file.sections |
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73 if section.Name.startswith('.text')][0] |
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74 data_va = pe_file.image_base + data_section.VirtualAddress |
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75 data_size = data_section.SizeOfRawData |
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76 text_va = pe_file.image_base + text_section.VirtualAddress |
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77 text_size = text_section.SizeOfRawData |
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78 |
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79 # Search the whole data segment for 4 successive character definitions |
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80 for addr in xrange(data_va, data_va + data_size, 4): |
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81 for character_id in xrange(4): |
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82 pe_file.seek_to_va(addr + character_id * 24) |
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83 (speed1, speed2, speed3, speed4, |
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84 ptr1, ptr2) = format.unpack(pe_file.file.read(format.size)) |
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85 |
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86 # Check whether the character's speed make sense, |
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87 # and whether the function pointers point to valid addresses |
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88 if not (all(0. < x < 10. for x in (speed1, speed2, speed3, speed4)) |
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89 and speed2 <= speed1 |
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90 and 0 <= ptr1 - text_va < text_size - 8 |
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91 and 0 <= ptr2 - text_va < text_size - 8): |
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92 break |
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93 |
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94 # So far, this character definition seems to be valid. |
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95 # Now, make sure the shoot function wrappers pass valid addresses |
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96 pe_file.seek_to_va(ptr1 + 4) |
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97 shtptr1, = unpack('<I', pe_file.file.read(4)) |
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98 pe_file.seek_to_va(ptr2 + 4) |
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99 shtptr2, = unpack('<I', pe_file.file.read(4)) |
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100 if not (0 <= shtptr1 - data_va < data_size - 12 |
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101 and 0 <= shtptr2 - data_va < data_size - 12): |
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102 break |
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103 |
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104 # It is unlikely this character record is *not* valid, but |
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105 # just to be sure, let's check the first SHT definition. |
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106 pe_file.seek_to_va(shtptr1) |
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107 nb_shots, power, shotsptr = unpack('<III', pe_file.file.read(12)) |
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108 if not (0 < nb_shots <= 1000 |
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109 and 0 <= power < 1000 |
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110 and 0 <= shotsptr - data_va < data_size - 36*nb_shots): |
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111 break |
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112 |
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113 else: |
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114 # XXX: Obscure python feature! This only gets executed if the |
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115 # XXX: loop ended without a break statement. |
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116 # In our case, it's only executed if all the 4 character |
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117 # definitions are considered valid. |
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118 yield addr |
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119 |
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120 |
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121 @classmethod |
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122 def read(cls, file): |
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123 pe_file = PEFile(file) |
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124 |
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125 character_records_va = list(cls.find_character_defs(pe_file))[0] |
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126 |
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127 characters = [] |
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128 shots_offsets = [] |
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129 for character in xrange(4): |
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130 sht = cls() |
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131 |
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132 pe_file.seek_to_va(character_records_va + 6*4*character) |
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133 |
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134 data = unpack('<4f2I', file.read(6*4)) |
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135 (speed, speed_focused, speed_unknown1, speed_unknown2, |
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136 shots_func_offset, shots_func_offset_focused) = data |
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137 |
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138 sht.horizontal_vertical_speed = speed |
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139 sht.horizontal_vertical_focused_speed = speed_focused |
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140 sht.diagonal_speed = speed * SQ2 |
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141 sht.diagonal_focused_speed = speed_focused * SQ2 |
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142 |
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143 # Read from “push” operand |
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144 pe_file.seek_to_va(shots_func_offset + 4) |
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145 offset = unpack('<I', file.read(4))[0] |
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146 shots_offsets.append(offset) |
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147 |
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148 characters.append(sht) |
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149 |
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150 character = 0 |
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151 for shots_offset in shots_offsets: |
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152 pe_file.seek_to_va(shots_offset) |
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153 |
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154 level_count = 9 |
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155 levels = [] |
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156 for i in xrange(level_count): |
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157 shots_count, power, offset = unpack('<III', file.read(3*4)) |
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158 levels.append((shots_count, power, offset)) |
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159 |
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160 sht = characters[character] |
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161 sht.shots = {} |
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162 |
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163 for shots_count, power, offset in levels: |
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164 sht.shots[power] = [] |
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165 pe_file.seek_to_va(offset) |
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166 |
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167 for i in xrange(shots_count): |
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168 shot = Shot() |
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169 |
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170 data = unpack('<HH6fHBBhh', file.read(36)) |
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171 (shot.interval, shot.delay, x, y, hitbox_x, hitbox_y, |
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172 shot.angle, shot.speed, shot.damage, shot.orb, shot.type, |
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173 shot.sprite, shot.unknown1) = data |
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174 |
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175 shot.pos = (x, y) |
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176 shot.hitbox = (hitbox_x, hitbox_y) |
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177 |
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178 sht.shots[power].append(shot) |
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179 |
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180 character += 1 |
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181 |
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182 |
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183 return characters |
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184 |