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feat(z-values): add centralized Z-value constants infrastructure
Magic numbers scattered across the codebase make Z-value layering hard to understand and maintain. Centralizing them provides: - Self-documenting layer hierarchy - Validation utilities for development - Single source of truth for Z-value ranges Two-tier header design: - z_value_layer_manager.h: Foundation with constants and validation - z_values.h: User-facing namespace with semantic constants
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cockatrice/src/game/z_value_layer_manager.h
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cockatrice/src/game/z_value_layer_manager.h
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/**
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* @file z_value_layer_manager.h
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* @ingroup GameGraphics
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* @brief Semantic Z-value layer management for game scene rendering.
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*
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* This file provides a structured approach to Z-value allocation in the game scene.
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* Z-values in Qt determine stacking order - higher values render on top of lower values.
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*
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* ## Layer Architecture
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*
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* The game scene is organized into three conceptual layers:
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*
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* 1. **Zone Layer (0-999)**: Zone backgrounds, containers, and static elements
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* - Zone backgrounds (0.5-1.0)
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* - Cards within zones (1.0 base + index)
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*
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* 2. **Card Layer (1-40,000,000)**: Dynamic card rendering on the table zone
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* - Cards use formula: (actualY + CARD_HEIGHT) * 100000 + (actualX + 1) * 100
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* - Maximum card Z-value: ~40,000,000 (with 3 rows, actualY <= ~289)
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*
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* 3. **Overlay Layer (2,000,000,000+)**: UI elements that must appear above all cards
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* - Hovered cards (+1)
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* - Arrows (+3)
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* - Zone views (+4)
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* - Drag items (+5, +6)
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* - Top UI elements (+7)
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*
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* ## Design Rationale
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*
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* The large gap between card Z-values (max ~40M) and overlay base (2B) provides
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* safety margin for future table zone expansions while ensuring overlays always
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* render above cards regardless of table position.
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*
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* ## Usage
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*
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* Prefer using the semantic constants from ZValues namespace:
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* @code
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* card->setZValue(ZValues::HOVERED_CARD);
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* arrow->setZValue(ZValues::ARROWS);
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* @endcode
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*
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* Use validation functions to verify card Z-values during development:
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* @code
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* Q_ASSERT(ZValueLayerManager::isValidCardZValue(cardZ));
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* @endcode
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*/
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#ifndef Z_VALUE_LAYER_MANAGER_H
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#define Z_VALUE_LAYER_MANAGER_H
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#include <QtGlobal>
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/**
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* @namespace ZValueLayerManager
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* @brief Utilities for Z-value validation and layer management.
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*/
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namespace ZValueLayerManager
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{
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/**
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* @enum Layer
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* @brief Semantic layer identifiers for Z-value allocation.
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*
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* These represent conceptual rendering layers, not actual Z-values.
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* Use the corresponding ZValues constants for actual rendering.
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*/
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enum class Layer
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{
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/// Zone-level elements like backgrounds and containers
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Zone,
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/// Cards rendered in zones (uses sequential Z-values)
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Card,
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/// Temporary UI elements like hovered cards and drag items
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Overlay
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};
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/**
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* @brief Maximum Z-value a card can have on the table zone.
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*
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* Based on table zone formula: (actualY + CARD_HEIGHT) * 100000 + (actualX + 1) * 100
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* With maximum 3 rows and CARD_HEIGHT ~96, actualY <= ~289.
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* Maximum: (289 + 96) * 100000 + 100 * 100 = 38,510,000
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*
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* We use 40,000,000 as a safe upper bound with margin.
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*/
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constexpr qreal CARD_Z_VALUE_MAX = 40000000.0;
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/**
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* @brief Base Z-value for overlay elements.
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*
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* Must exceed CARD_Z_VALUE_MAX to ensure overlays render above all cards.
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* The 50x margin (2B vs 40M) provides safety for future expansion.
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*/
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constexpr qreal OVERLAY_BASE = 2000000000.0;
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/**
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* @brief Validates that a Z-value is within the valid card range.
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*
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* Cards should have Z-values between CARD_BASE (1.0) and CARD_Z_VALUE_MAX.
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* Values outside this range may interfere with overlay rendering.
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*
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* @param zValue The Z-value to validate
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* @return true if the Z-value is valid for a card
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*/
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[[nodiscard]] inline constexpr bool isValidCardZValue(qreal zValue)
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{
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return zValue >= 1.0 && zValue <= CARD_Z_VALUE_MAX;
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}
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/**
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* @brief Validates that a Z-value is in the overlay layer.
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*
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* Overlay elements should have Z-values at or above OVERLAY_BASE.
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*
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* @param zValue The Z-value to validate
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* @return true if the Z-value is valid for an overlay element
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*/
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[[nodiscard]] inline constexpr bool isOverlayZValue(qreal zValue)
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{
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return zValue >= OVERLAY_BASE;
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}
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/**
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* @brief Returns the Z-value for a specific overlay element.
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*
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* @param offset Offset from OVERLAY_BASE (0-7 for current elements)
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* @return The absolute Z-value for the overlay element
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*/
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[[nodiscard]] inline constexpr qreal overlayZValue(qreal offset)
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{
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return OVERLAY_BASE + offset;
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}
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} // namespace ZValueLayerManager
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#endif // Z_VALUE_LAYER_MANAGER_H
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59
cockatrice/src/game/z_values.h
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cockatrice/src/game/z_values.h
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#ifndef Z_VALUES_H
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#define Z_VALUES_H
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#include "z_value_layer_manager.h"
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/**
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* @file z_values.h
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* @ingroup GameGraphics
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* @brief Centralized Z-value constants for rendering layer order.
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*
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* Z-values in Qt determine stacking order. Higher values render on top.
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* These constants define the visual layering hierarchy for the game scene.
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*
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* ## Layer Architecture
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*
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* See z_value_layer_manager.h for detailed documentation on the three-layer
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* architecture (Zone, Card, Overlay) and the rationale for Z-value choices.
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*
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* ## Quick Reference
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*
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* | Layer | Z-Value Range | Purpose |
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* |----------|------------------|-----------------------------------|
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* | Zone | 0.5 - 1.0 | Zone backgrounds, containers |
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* | Card | 1.0 - 40,000,000 | Cards on table (position-based) |
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* | Overlay | 2,000,000,000+ | UI elements above all cards |
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*/
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namespace ZValues
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{
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// Expose base for callers that need it
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constexpr qreal OVERLAY_BASE = ZValueLayerManager::OVERLAY_BASE;
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// Overlay layer Z-values for items that should appear above normal cards
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constexpr qreal HOVERED_CARD = ZValueLayerManager::overlayZValue(1.0);
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constexpr qreal ARROWS = ZValueLayerManager::overlayZValue(3.0);
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constexpr qreal ZONE_VIEW_WIDGET = ZValueLayerManager::overlayZValue(4.0);
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constexpr qreal DRAG_ITEM = ZValueLayerManager::overlayZValue(5.0);
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constexpr qreal DRAG_ITEM_CHILD = ZValueLayerManager::overlayZValue(6.0);
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constexpr qreal TOP_UI = ZValueLayerManager::overlayZValue(7.0);
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/// Compute Z-value for child drag items based on hotspot position.
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/// When dragging multiple cards together, each child card needs a unique Z-value
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/// to prevent Z-fighting (flickering/flashing). The Z-values are derived from
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/// their position when grabbed to conserve original stacking. The formula encodes
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/// 2D coordinates into a single value where X has higher weight, ensuring
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/// deterministic visual stacking.
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[[nodiscard]] constexpr qreal childDragZValue(qreal hotSpotX, qreal hotSpotY)
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{
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return DRAG_ITEM_CHILD + hotSpotX * 1000000 + hotSpotY * 1000 + 1000;
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}
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// Card layering (general architecture, not command-zone specific)
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constexpr qreal CARD_BASE = 1.0;
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constexpr qreal CARD_MAX = ZValueLayerManager::CARD_Z_VALUE_MAX;
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} // namespace ZValues
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#endif // Z_VALUES_H
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