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@ -24,78 +24,23 @@
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// Fillers to make layering more clear
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#define _______ KC_TRNS
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#define XXXXXXX KC_NO
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//define layer change stuff for underglow indicator
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bool skip_leds = false;
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#ifdef TAP_DANCE_ENABLE
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//define diablo macro timer variables
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static uint16_t diablo_timer[4];
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static uint8_t diablo_times[] = { 0, 1, 3, 5, 10, 30 };
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static uint8_t diablo_key_time[4];
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bool check_dtimer(uint8_t dtimer) {
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// has the correct number of seconds elapsed (as defined by diablo_times)
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return (timer_elapsed(diablo_timer[dtimer]) < (diablo_key_time[dtimer] * 1000)) ? false : true;
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};
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#define KC_D3_1 TD(TD_D3_1)
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#define KC_D3_2 TD(TD_D3_2)
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#define KC_D3_3 TD(TD_D3_3)
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#define KC_D3_4 TD(TD_D3_4)
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#else
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#define KC_D3_1 KC_1
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#define KC_D3_2 KC_2
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#define KC_D3_3 KC_3
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#define KC_D3_4 KC_4
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#endif
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#ifdef TAP_DANCE_ENABLE
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enum {
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TD_D3_1 = 0,
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TD_D3_2,
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TD_D3_3,
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TD_D3_4
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};
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// Cycle through the times for the macro, starting at 0, for disabled.
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// Max of six values, so don't exceed
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void diablo_tapdance_master(qk_tap_dance_state_t *state, void *user_data, uint8_t diablo_key) {
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if (state->count >= 7) {
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diablo_key_time[diablo_key] = diablo_times[0];
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reset_tap_dance(state);
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}
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else {
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diablo_key_time[diablo_key] = diablo_times[state->count - 1];
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}
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}
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// Would rather have one function for all of this, but no idea how to do that...
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void diablo_tapdance1(qk_tap_dance_state_t *state, void *user_data) {
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diablo_tapdance_master(state, user_data, 0);
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}
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void diablo_tapdance2(qk_tap_dance_state_t *state, void *user_data) {
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diablo_tapdance_master(state, user_data, 1);
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}
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void diablo_tapdance3(qk_tap_dance_state_t *state, void *user_data) {
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diablo_tapdance_master(state, user_data, 2);
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}
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void diablo_tapdance4(qk_tap_dance_state_t *state, void *user_data) {
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diablo_tapdance_master(state, user_data, 3);
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}
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//define layer change stuff for underglow indicator
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bool skip_leds = false;
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//Tap Dance Definitions
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qk_tap_dance_action_t tap_dance_actions[] = {
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// tap once to disable, and more to enable timed micros
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[TD_D3_1] = ACTION_TAP_DANCE_FN(diablo_tapdance1),
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[TD_D3_2] = ACTION_TAP_DANCE_FN(diablo_tapdance2),
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[TD_D3_3] = ACTION_TAP_DANCE_FN(diablo_tapdance3),
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[TD_D3_4] = ACTION_TAP_DANCE_FN(diablo_tapdance4),
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};
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#endif
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const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
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[_NUMLOCK] = KEYMAP( /* Base */
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@ -112,29 +57,18 @@ const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
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KC_END, KC_DOWN, KC_PGDN, _______, \
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KC_INS, KC_DEL, _______, _______ \
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),
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#ifdef TAP_DANCE_ENABLE
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[_DIABLO] = KEYMAP( /* Base */
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KC_ESC, _______, _______, _______,\
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KC_S, KC_F, KC_I, KC_M, \
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KC_1, KC_2, KC_3, KC_4, \
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TD(TD_D3_1), TD(TD_D3_2), TD(TD_D3_3), TD(TD_D3_4), \
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_______, KC_DIABLO_CLEAR, KC_Q, SFT_T(KC_SPACE) \
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),
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#else
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[_DIABLO] = KEYMAP( /* Base */
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KC_ESC, _______, _______, _______,\
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KC_S, KC_F, KC_I, KC_M, \
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KC_ESC, _______, XXXXXXX, _______,\
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KC_S, KC_I, KC_F, KC_M, \
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KC_1, KC_2, KC_3, KC_4, \
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XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
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_______, KC_DIABLO_CLEAR, KC_Q, SFT_T(KC_SPACE) \
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KC_D3_1, KC_D3_2, KC_D3_3, KC_D3_4, \
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XXXXXXX, KC_DIABLO_CLEAR, KC_Q, SFT_T(KC_SPACE) \
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),
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#endif
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[_MACROS] = KEYMAP( /* Base */
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KC_OVERWATCH, _______, _______, XXXXXXX,\
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XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
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XXXXXXX, XXXXXXX, XXXXXXX, KC_JUSTGAME, \
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KC_OVERWATCH, XXXXXXX, _______, XXXXXXX,\
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KC_JUSTGAME, XXXXXXX, XXXXXXX, KC_C9, \
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XXXXXXX, XXXXXXX, KC_AIM, KC_GGEZ, \
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KC_SYMM, KC_TORB, XXXXXXX, KC_GOODGAME, \
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KC_SALT, KC_MORESALT, KC_SALTHARD, KC_GLHF \
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),
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@ -142,8 +76,8 @@ const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
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KC_RESET, KC_MUTE, KC_VOLD, KC_VOLU,\
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KC_MAKE, _______, RGB_HUI, RGB_HUD, \
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KC_MPLY, KC_MSTP, KC_MPRV, KC_MNXT, \
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RGB_TOG, RGB_MOD, RGB_SAI, RGB_VAI, \
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_______, _______, RGB_SAD, RGB_VAD \
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RGB_TOG, RGB_SMOD, RGB_SAI, RGB_VAI, \
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_______, KC_RGB_T, RGB_SAD, RGB_VAD \
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),
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};
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@ -158,60 +92,7 @@ void numlock_led_off(void) {
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}
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bool process_record_keymap(uint16_t keycode, keyrecord_t *record) {
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switch (keycode) {
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#ifdef TAP_DANCE_ENABLE
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case KC_DIABLO_CLEAR: // reset all Diable timers, disabling them
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if (record->event.pressed) {
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uint8_t dtime;
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for (dtime = 0; dtime < 4; dtime++) {
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diablo_key_time[dtime] = diablo_times[0];
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}
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}
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return false;
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break;
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#endif
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}
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return true;
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}
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#ifdef TAP_DANCE_ENABLE
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// Sends the key press to system, but only if on the Diablo layer
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void send_diablo_keystroke(uint8_t diablo_key) {
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if (biton32(layer_state) == _DIABLO) {
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switch (diablo_key) {
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case 0:
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SEND_STRING("1");
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break;
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case 1:
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SEND_STRING("2");
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break;
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case 2:
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SEND_STRING("3");
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break;
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case 3:
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SEND_STRING("4");
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break;
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}
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}
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}
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// Checks each of the 4 timers/keys to see if enough time has elapsed
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// Runs the "send string" command if enough time has passed, and resets the timer.
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void run_diablo_macro_check(void) {
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uint8_t dtime;
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for (dtime = 0; dtime < 4; dtime++) {
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if (check_dtimer(dtime) && diablo_key_time[dtime]) {
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diablo_timer[dtime] = timer_read();
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send_diablo_keystroke(dtime);
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}
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}
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}
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#endif
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void matrix_init_keymap(void) {
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// set Numlock LED to output and low
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DDRF |= (1 << 7);
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@ -226,13 +107,10 @@ void matrix_init_keymap(void) {
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void matrix_scan_keymap(void) {
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numlock_led_off();
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if ((is_overwatch && biton32(layer_state) == _MACROS) || (biton32(layer_state) == _NAV)) {
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if ((is_overwatch && biton32(layer_state) == _MACROS) || (biton32(layer_state) == _NUMLOCK)) {
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numlock_led_on();
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}
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// Run Diablo 3 macro checking code.
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#ifdef TAP_DANCE_ENABLE
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run_diablo_macro_check();
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#endif
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}
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