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https://github.com/bryanthaboi/gen1recomp.git
synced 2026-08-16 08:11:35 +02:00
Squadhing som bug (#130)
* squashy squash * squassshheee CLOSES #128 CLOSES #114 CLOSES #113 CLOSES #111 CLOSES #110 CLOSES #109 CLOSES #107 CLOSES #106 CLOSES #105 CLOSES #90 CLOSES #103 * brock guy fix CLOSES #39
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+85
-23
@@ -438,10 +438,18 @@ function Commands.play_sound(ctx, soundId)
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require("src.core.Sound").play(ctx.game.data, soundId)
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end
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-- play_once <songId>: one-shot jingle (Music_PkmnHealed, etc.); the map
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-- theme resumes when it ends (Music.playOnce / pendingRestore)
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-- play_once <songId>: one-shot jingle (Music_PkmnHealed, etc.); blocks
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-- until it finishes so heal-rest scripts (Mom, captain text_asm) match
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-- Gen1's wait-on-channel loop. The map theme resumes when it ends
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-- (Music.playOnce / pendingRestore).
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function Commands.play_once(ctx, songId)
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require("src.core.Music").playOnce(ctx.game.data, songId)
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local Music = require("src.core.Music")
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if not Music.playOnce(ctx.game.data, songId) then return end
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local runner = ctx.runner
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runner.waitingCheck = function()
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return not Music.oneShotPlaying()
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end
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runner:yield()
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end
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-- play_cry <species>: PlayCry (home/audio.asm). The text_asm bodies that
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@@ -515,12 +523,29 @@ function Commands.give_money(ctx, amount)
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ctx.save.money = math.max(0, ctx.save.money + amount)
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end
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-- Point LAST_MAP exits at an outdoor door (pokered wLastMap). Keeps the
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-- live overworld memory in sync so a scripted home warp from the HoF PC
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-- does not leave Red's house mats aimed at Indigo Plateau (#103).
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function Commands.remember_outdoor(ctx, mapId, x, y)
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local outdoor = { id = mapId, x = x, y = y }
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ctx.save.lastOutdoor = outdoor
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if ctx.overworld and ctx.overworld.rememberOutdoor then
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ctx.overworld:rememberOutdoor(mapId, x, y)
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elseif ctx.overworld then
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ctx.overworld.lastOutdoor = outdoor
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end
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end
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-- Hall of Fame: snapshot the winning party (SaveHallOfFameTeams inside
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-- AnimateHallOfFame), run the induction showcase and the end credits,
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-- autosave while THE END is up, then soft-reset to the title -- the whole
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-- predef HallOfFamePC + tail of HallOfFameResetEventsAndSaveScript
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-- (engine/movie/hall_of_fame.asm, engine/movie/credits.asm,
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-- scripts/HallOfFame.asm).
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--
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-- Departure from pokered: CONTINUE lands in the NewGameWarp bedroom with
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-- a healed party and lastOutdoor on Pallet Town, instead of remaining
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-- softlocked in HALL_OF_FAME with LAST_MAP still aimed at Indigo (#103).
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function Commands.record_hall_of_fame(ctx)
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ctx.save.hallOfFame = ctx.save.hallOfFame or {}
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local entry = {}
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@@ -536,17 +561,25 @@ function Commands.record_hall_of_fame(ctx)
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Screens.push(game, "Credits", function()
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runner:resume()
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end, function()
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-- THE END is on screen: HallOfFameResetEventsAndSaveScript sets
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-- wLastBlackoutMap := PALLET_TOWN and runs SaveGameData, so the
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-- save keeps the player standing in the HALL_OF_FAME room. (The
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-- E4 room-script/event resets that precede the save in pokered are
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-- the Indigo lobby's re-entry reset here, data/scripts/story6.lua.)
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-- pokered writes PALLET_TOWN here as a literal, not as "the spawn" --
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-- the vanilla spawn is REDS_HOUSE_2F. SaveData.defaultHeal carries
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-- that split (and lets a total conversion redirect it).
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-- THE END is on screen: heal, place the player at post-game home,
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-- retarget LAST_MAP, then SaveGameData. (E4 room-script/event
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-- resets that precede the save in pokered are the Indigo lobby's
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-- re-entry reset here, data/scripts/story6.lua.)
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local SaveData = require("src.core.SaveData")
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local Pokemon = require("src.pokemon.Pokemon")
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local boot = game.data.field and game.data.field.boot or {}
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ctx.save.lastHeal = require("src.core.SaveData").defaultHeal(boot)
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for _, mon in ipairs(ctx.save.party or {}) do
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Pokemon.heal(mon)
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end
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SaveData.applyPostGameHome(ctx.save, boot)
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if game.overworld then
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game.overworld.lastOutdoor = ctx.save.lastOutdoor
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end
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if game.writeSave then game:writeSave() end
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-- writeSave's captureSave re-stamps the live HALL_OF_FAME coords;
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-- re-apply home and persist so CONTINUE resumes in the bedroom.
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SaveData.applyPostGameHome(ctx.save, boot)
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SaveData.save(ctx.save)
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end)
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end)
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runner:yield()
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@@ -861,15 +894,21 @@ function Commands.push_screen(ctx, screenId, args)
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runner:yield()
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end
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-- fade "out"|"in" [frames]: screen fade without warping (the Transition
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-- ramp startWarpTo uses, split in two). "out" pushes a black overlay
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-- that stays up; the held state keeps ticking the runner's frame-waits
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-- so a script can wait/replace_block under it. "in" ramps it away.
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-- fade "out"|"in" [frames|"white"|"black"] [frames|"white"|"black"]:
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-- screen fade without warping (the Transition ramp startWarpTo uses,
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-- split in two). "out" pushes an overlay that stays up; the held state
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-- keeps ticking the runner's frame-waits so a script can wait /
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-- heal_party / play_once under it. "in" ramps it away.
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-- Color defaults to black (warp-style); "white" matches GBFadeOutToWhite
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-- / GBFadeInFromWhite (Mom heal, Silph Co. nurse). White defaults to
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-- 24 frames (3 palettes x 8); black defaults to 12 (Transition).
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local FadeOverlay = {}
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FadeOverlay.__index = FadeOverlay
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function FadeOverlay.new(game, ow)
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return setmetatable({ game = game, ow = ow, alpha = 0 }, FadeOverlay)
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function FadeOverlay.new(game, ow, color)
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return setmetatable({
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game = game, ow = ow, alpha = 0, color = color or "black",
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}, FadeOverlay)
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end
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function FadeOverlay:update()
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@@ -895,28 +934,51 @@ function FadeOverlay:update()
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end
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function FadeOverlay:draw()
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love.graphics.setColor(0, 0, 0, self.alpha)
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if self.color == "white" then
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love.graphics.setColor(1, 1, 1, self.alpha)
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else
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love.graphics.setColor(0, 0, 0, self.alpha)
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end
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love.graphics.rectangle("fill", 0, 0, 160, 144)
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love.graphics.setColor(1, 1, 1, 1)
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end
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function Commands.fade(ctx, dir, frames)
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local function parseFadeArgs(a, b)
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local frames, color
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if type(a) == "string" then
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color = a
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if type(b) == "number" then frames = b end
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elseif type(a) == "number" then
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frames = a
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if type(b) == "string" then color = b end
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end
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color = color or "black"
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if not frames then
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frames = (color == "white") and 24 or 12
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end
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return frames, color
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end
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function Commands.fade(ctx, dir, framesOrColor, colorOrFrames)
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local ow = ctx.overworld
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if not ow then return end
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local runner = ctx.runner
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frames = frames or 12 -- Transition's ramp length
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local frames, color = parseFadeArgs(framesOrColor, colorOrFrames)
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local overlay = ow.fadeOverlay
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if dir == "out" then
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if not overlay then
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overlay = FadeOverlay.new(ctx.game, ow)
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overlay = FadeOverlay.new(ctx.game, ow, color)
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ow.fadeOverlay = overlay
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ctx.game.stack:push(overlay)
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else
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overlay.color = color
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end
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overlay.ramp = { from = overlay.alpha, to = 1, frames = frames, t = 0,
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onDone = function() runner:resume() end }
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runner:yield()
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elseif dir == "in" then
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if not overlay then return end
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overlay.color = color or overlay.color
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overlay.ramp = { from = overlay.alpha, to = 0, frames = frames, t = 0,
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onDone = function() runner:resume() end }
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runner:yield()
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@@ -1006,7 +1068,7 @@ for _, verb in ipairs({ "show_text", "ask", "choice", "start_battle", "warp",
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"open_mart", "trade", "push_screen", "record_hall_of_fame",
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"old_man_demo", "static_battle", "rival_battle", "give_item", "wait",
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"wait_flag", "move_player", "move_npc", "move_npc_to", "walk_npc",
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"emote", "fade", "pan_camera" }) do
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"emote", "fade", "pan_camera", "play_once" }) do
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local meta = Commands.meta[verb] or {}
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Commands.meta[verb] = meta
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meta.blocking = true
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