Only Elements with battle info show the UI
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5 changed files with 60 additions and 14 deletions
2
TODO
2
TODO
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@ -1,7 +1,7 @@
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ToDo for JSDSH:
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ToDo for JSDSH:
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- Implement FrontEnd (Add Player, etc) ?
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- Implement FrontEnd (Add Player, etc) ?
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- Background and Wall Editing/Importing
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- Background and Wall Editing/Importing
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- Basic Modifiers
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* Basic Modifiers
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- on-the-fly-adding of characters
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- on-the-fly-adding of characters
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- traps etc.
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- traps etc.
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- JSON instead of JavaScript importing
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- JSON instead of JavaScript importing
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@ -22,7 +22,7 @@ h1 {
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position:relative;
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position:relative;
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}
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}
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#ui {
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#uibon, #uiatt {
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right: 30px;
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right: 30px;
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}
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}
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@ -10,7 +10,8 @@
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<h1>JSDSH - Javascript Dungeonslayers Helper</h1>
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<h1>JSDSH - Javascript Dungeonslayers Helper</h1>
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<div id="game"></div>
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<div id="game"></div>
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<div id="ui"></div>
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<div id="uibon"></div>
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<div id="uiatt"></div>
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<div id="clear"></div>
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<div id="clear"></div>
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<div id="output"></div>
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<div id="output"></div>
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55
src/jsds.js
55
src/jsds.js
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@ -232,11 +232,6 @@
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// Write out the UI for attack-selection, including binding.
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// Write out the UI for attack-selection, including binding.
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sel_att: function() {
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sel_att: function() {
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var outstr="<p>";
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var outstr="<p>";
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outstr += "Boni?<br>";
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outstr += "Waffenbonus Nahkampf: <input id='wbn' type=numer step=1 min=0></input><br />";
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outstr += "Waffenbonus Fernkampf: <input id='wbf' type=numer step=1 min=0></input><br>";
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outstr += "Panzerungsbonus: <input id='pb' type=numer step=1 min=0></input><br>";
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outstr += "Zauberbonus: <input id='zb' type=numer step=1 min=0></input><br>";
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outstr += "Angriffstyp?<br>";
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outstr += "Angriffstyp?<br>";
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outstr += "<select id='att'>";
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outstr += "<select id='att'>";
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outstr += "<option value='melee' id='melee'>Melee (" + this.battle["melee"] + ")</option>";
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outstr += "<option value='melee' id='melee'>Melee (" + this.battle["melee"] + ")</option>";
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@ -244,16 +239,18 @@
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outstr += "<option value='shoot_chant' id='shoot_chant'>Zielzauber (" +this.battle["shoot_chant"]
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outstr += "<option value='shoot_chant' id='shoot_chant'>Zielzauber (" +this.battle["shoot_chant"]
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+")</option>";
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+")</option>";
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outstr += "</select><br>";
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outstr += "</select><br>";
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outstr += "Abwehrbar? ";
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outstr += "Abwehrbar? ";
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outstr += "<select id='defendible'>";
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outstr += "<select id='defendible'>";
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outstr += "<option value=true selected=true>Ja</option>";
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outstr += "<option value=true selected=true>Ja</option>";
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outstr += "<option value=false>Nein</option>";
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outstr += "<option value=false>Nein</option>";
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outstr += "</p>";
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outstr += "</p>";
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$('#ui').html(outstr);
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$('#uiatt').html(outstr);
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$('#att').bind("change", function() {cur_sel.att=this.value;});
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$('#att').bind("change", function() {cur_sel.att=this.value;});
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$('#defendible').bind("change", function() { cur_sel.defendible = (this.value === "true" ? true : false);});
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$('#defendible').bind("change",
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function() { cur_sel.defendible = (this.value === "true" ? true : false);});
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$("#"+this.att).get(0).selected="true";
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$("#"+this.att).get(0).selected="true";
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}
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}
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});
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});
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@ -282,12 +279,50 @@
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this.battle.chant = this.battle_base.chant + this.extern.chant - this.extern.armor;
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this.battle.chant = this.battle_base.chant + this.extern.chant - this.extern.armor;
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this.battle.shoot_chant = this.battle_base.chant + this.extern.chant - this.extern.armor;
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this.battle.shoot_chant = this.battle_base.chant + this.extern.chant - this.extern.armor;
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},
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},
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// Write out the UI for bonus-selection.
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sel_bon: function() {
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var outstr="<p>";
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outstr += "Boni?<br>";
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outstr += "Waffenbonus Nahkampf: <input id='wbn' type=numer step=1 min=0></input><br />";
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outstr += "Waffenbonus Fernkampf: <input id='wbf' type=numer step=1 min=0></input><br>";
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outstr += "Panzerungsbonus: <input id='pb' type=numer step=1 min=0></input><br>";
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outstr += "Zauberbonus: <input id='zb' type=numer step=1 min=0></input><br>";
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$('#uibon').html(outstr);
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$('#wbn').attr("value", cur_sel.extern.weapon_near+"")
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.bind("change",
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function() {cur_sel.extern.weapon_near = this.value*1;
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cur_sel.recalc_battle();
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cur_sel.printoutput();
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}
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);
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$('#wbf').attr("value", cur_sel.extern.weapon_far)
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.bind("change",
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function() {cur_sel.extern.weapon_far = this.value*1;
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cur_sel.recalc_battle();
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cur_sel.printoutput();
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}
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);
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$('#pb').attr("value",cur_sel.extern.armor)
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.bind("change",
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function() {cur_sel.extern.armor = this.value*1;
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cur_sel.recalc_battle();
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cur_sel.printoutput();
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}
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);
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$('#zb').attr("value",cur_sel.extern.chant)
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.bind("change",
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function() {cur_sel.extern.chant = this.value*1;
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cur_sel.recalc_battle();
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cur_sel.printoutput();
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}
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);
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},
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printoutput: function() {
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printoutput: function() {
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outstr = "<p>";
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outstr = "<p>";
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outstr += this.info.cname + " (gespielt von "+this.info.pname +")<br>";
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outstr += this.info.cname + " (gespielt von "+this.info.pname +")<br>";
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outstr += "Greift derzeit durch " + this.att + " mit einer Stärke von "
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outstr += "Greift derzeit durch " + this.att + " mit einer Stärke von "
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+ this.battle[this.att] + " an. (WB: "+ this.extern.defense +"<br>";
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+ this.battle[this.att] + " an.<br>";
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outstr += "Verteidigungsstärke: " + this.battle.defense + "<br>";
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outstr += "Verteidigungsstärke: " + this.battle.defense + "<br>";
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outstr += "Kraftpunkte: " + this.life;
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outstr += "Kraftpunkte: " + this.life;
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outstr += "</p>";
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outstr += "</p>";
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@ -88,13 +88,23 @@
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*/
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*/
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this.bind('MouseDown', function(e) {
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this.bind('MouseDown', function(e) {
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if(e.mouseButton === Crafty.mouseButtons.LEFT) {
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if(e.mouseButton === Crafty.mouseButtons.LEFT) {
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this.calc_center();
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if( cur_sel != player[this.id] ) {
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this.calc_center();
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};
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this.old_pos["x"]=this.x;
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this.old_pos["x"]=this.x;
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this.old_pos["y"]=this.y;
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this.old_pos["y"]=this.y;
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Crafty("Creature").each( function() {
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Crafty("Creature").each( function() {
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this.disableControl();
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this.disableControl();
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});
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});
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cur_sel=player[this.id];
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cur_sel=player[this.id];
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if (! cur_sel.enem) {
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$('#uibon').show();
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cur_sel.sel_bon();
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}
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else {
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console.log("Hide UIBON");
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$('#uibon').hide();
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}
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cur_sel.printoutput();
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cur_sel.printoutput();
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cur_sel.sel_att();
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cur_sel.sel_att();
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this.enableControl();
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this.enableControl();
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