<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> <html><head><meta http-equiv="Content-Type" content="text/html;charset=iso-8859-1"> <title>Irrlicht Engine: IQ3Shader.h File Reference</title> <link href="doxygen.css" rel="stylesheet" type="text/css"> </head><body> <table class="irrlicht" > <tr valign="middle"> <td><font size="2"><a class="qindex" href="index.html"><font color="#FFFFFF">Home</font></a> | <a class="qindex" href="namespaces.html"><font color="#FFFFFF">Namespaces</font></a> | <a class="qindex" href="hierarchy.html"><font color="#FFFFFF">Hierarchy</font></a> | <a class="qindex" href="classes.html"><font color="#FFFFFF">Alphabetical List</font></a> | <a class="qindex" href="annotated.html"><font color="#FFFFFF"> Class list</font></a> | <a class="qindex" href="files.html"><font color="#FFFFFF">Files</font></a> | <a class="qindex" href="namespacemembers.html"><font color="#FFFFFF"> Namespace Members</font></a> | <a class="qindex" href="functions.html"><font color="#FFFFFF">Class members</font></a> | <a class="qindex" href="globals.html"><font color="#FFFFFF">File members</font></a> | <a class="qindex" href="pages.html"><font color="#FFFFFF">Tutorials</font></a></font> </td> </tr> </table> <!-- Generated by Doxygen 1.6.2 --> <div class="contents"> <h1>IQ3Shader.h File Reference</h1><code>#include "<a class="el" href="irr_array_8h_source.html">irrArray.h</a>"</code><br/> <code>#include "<a class="el" href="fast__atof_8h_source.html">fast_atof.h</a>"</code><br/> <code>#include "<a class="el" href="_i_file_system_8h_source.html">IFileSystem.h</a>"</code><br/> <code>#include "<a class="el" href="_i_video_driver_8h_source.html">IVideoDriver.h</a>"</code><br/> <code>#include "<a class="el" href="coreutil_8h_source.html">coreutil.h</a>"</code><br/> <p><a href="_i_q3_shader_8h_source.html">Go to the source code of this file.</a></p> <table border="0" cellpadding="0" cellspacing="0"> <tr><td colspan="2"><h2>Classes</h2></td></tr> <tr><td class="memItemLeft" align="right" valign="top">struct </td><td class="memItemRight" valign="bottom"><a class="el" href="structirr_1_1scene_1_1quake3_1_1_i_shader.html">irr::scene::quake3::IShader</a></td></tr> <tr><td class="mdescLeft"> </td><td class="mdescRight">A Parsed Shader Holding Variables ordered in Groups. <a href="structirr_1_1scene_1_1quake3_1_1_i_shader.html#_details">More...</a><br/></td></tr> <tr><td class="memItemLeft" align="right" valign="top">class </td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1quake3_1_1_i_shader_manager.html">irr::scene::quake3::IShaderManager</a></td></tr> <tr><td class="mdescLeft"> </td><td class="mdescRight">Manages various Quake3 Shader Styles. <a href="classirr_1_1scene_1_1quake3_1_1_i_shader_manager.html#_details">More...</a><br/></td></tr> <tr><td class="memItemLeft" align="right" valign="top">struct </td><td class="memItemRight" valign="bottom"><a class="el" href="structirr_1_1scene_1_1quake3_1_1_noiser.html">irr::scene::quake3::Noiser</a></td></tr> <tr><td class="memItemLeft" align="right" valign="top">struct </td><td class="memItemRight" valign="bottom"><a class="el" href="structirr_1_1scene_1_1quake3_1_1_q3_level_load_parameter.html">irr::scene::quake3::Q3LevelLoadParameter</a></td></tr> <tr><td class="memItemLeft" align="right" valign="top">struct </td><td class="memItemRight" valign="bottom"><a class="el" href="structirr_1_1scene_1_1quake3_1_1_s_blend_func.html">irr::scene::quake3::SBlendFunc</a></td></tr> <tr><td class="mdescLeft"> </td><td class="mdescRight">A blend function for a q3 shader. <a href="structirr_1_1scene_1_1quake3_1_1_s_blend_func.html#_details">More...</a><br/></td></tr> <tr><td class="memItemLeft" align="right" valign="top">struct </td><td class="memItemRight" valign="bottom"><a class="el" href="structirr_1_1scene_1_1quake3_1_1_s_modifier_function.html">irr::scene::quake3::SModifierFunction</a></td></tr> <tr><td class="memItemLeft" align="right" valign="top">struct </td><td class="memItemRight" valign="bottom"><a class="el" href="structirr_1_1scene_1_1quake3_1_1_s_var_group.html">irr::scene::quake3::SVarGroup</a></td></tr> <tr><td class="memItemLeft" align="right" valign="top">struct </td><td class="memItemRight" valign="bottom"><a class="el" href="structirr_1_1scene_1_1quake3_1_1_s_var_group_list.html">irr::scene::quake3::SVarGroupList</a></td></tr> <tr><td class="mdescLeft"> </td><td class="mdescRight">holding a group a variable <a href="structirr_1_1scene_1_1quake3_1_1_s_var_group_list.html#_details">More...</a><br/></td></tr> <tr><td class="memItemLeft" align="right" valign="top">struct </td><td class="memItemRight" valign="bottom"><a class="el" href="structirr_1_1scene_1_1quake3_1_1_s_variable.html">irr::scene::quake3::SVariable</a></td></tr> <tr><td colspan="2"><h2>Namespaces</h2></td></tr> <tr><td class="memItemLeft" align="right" valign="top">namespace </td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr.html">irr</a></td></tr> <p><tr><td class="mdescLeft"> </td><td class="mdescRight"><p>Everything in the Irrlicht Engine can be found in this namespace. </p> <br/></td></tr> </p> <tr><td class="memItemLeft" align="right" valign="top">namespace </td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html">irr::scene</a></td></tr> <p><tr><td class="mdescLeft"> </td><td class="mdescRight"><p>All scene management can be found in this namespace: Mesh loading, special scene nodes like octrees and billboards, ... </p> <br/></td></tr> </p> <tr><td class="memItemLeft" align="right" valign="top">namespace </td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene_1_1quake3.html">irr::scene::quake3</a></td></tr> <tr><td colspan="2"><h2>Typedefs</h2></td></tr> <tr><td class="memItemLeft" align="right" valign="top">typedef IShader </td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene_1_1quake3.html#a93ed78aeb11a2a7e8f8ae9b99801aba7">irr::scene::quake3::IEntity</a></td></tr> <tr><td class="memItemLeft" align="right" valign="top">typedef core::array< IEntity > </td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene_1_1quake3.html#a312f35a37540d810fcb14b75fd449c9e">irr::scene::quake3::tQ3EntityList</a></td></tr> <tr><td class="memItemLeft" align="right" valign="top">typedef core::array<br class="typebreak"/> < core::stringc > </td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene_1_1quake3.html#aede5e6b635e39a2b078e49f68aca35a5">irr::scene::quake3::tStringList</a></td></tr> <tr><td class="memItemLeft" align="right" valign="top">typedef core::array<br class="typebreak"/> < video::ITexture * > </td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene_1_1quake3.html#ab55f9aebacf2d35730c3a4eb2323a726">irr::scene::quake3::tTexArray</a></td></tr> <tr><td colspan="2"><h2>Enumerations</h2></td></tr> <tr><td class="memItemLeft" align="right" valign="top">enum </td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene_1_1quake3.html#a44a1a489a965cc9a0ad2c235bbb7bf33">irr::scene::quake3::eQ3MeshIndex</a> { <br/> <a class="el" href="namespaceirr_1_1scene_1_1quake3.html#a44a1a489a965cc9a0ad2c235bbb7bf33a10a5968f2ec9c929bfbca721780a7ef6">irr::scene::quake3::E_Q3_MESH_GEOMETRY</a> = 0, <a class="el" href="namespaceirr_1_1scene_1_1quake3.html#a44a1a489a965cc9a0ad2c235bbb7bf33a15b1dd0b29d69900d070346d61f44319">irr::scene::quake3::E_Q3_MESH_ITEMS</a>, <a class="el" href="namespaceirr_1_1scene_1_1quake3.html#a44a1a489a965cc9a0ad2c235bbb7bf33abc0ec7e6689dbb79b86cee475b87f910">irr::scene::quake3::E_Q3_MESH_BILLBOARD</a>, <a class="el" href="namespaceirr_1_1scene_1_1quake3.html#a44a1a489a965cc9a0ad2c235bbb7bf33a8679450d9dcdd4d1b22f38bbd059740b">irr::scene::quake3::E_Q3_MESH_FOG</a>, <br/> <a class="el" href="namespaceirr_1_1scene_1_1quake3.html#a44a1a489a965cc9a0ad2c235bbb7bf33a9690978438eed9b5e39c7a87e9235b1d">irr::scene::quake3::E_Q3_MESH_UNRESOLVED</a>, <a class="el" href="namespaceirr_1_1scene_1_1quake3.html#a44a1a489a965cc9a0ad2c235bbb7bf33afe612503bd99663f1255289fffa93300">irr::scene::quake3::E_Q3_MESH_SIZE</a> <br/> }</td></tr> <tr><td class="mdescLeft"> </td><td class="mdescRight"><p>Hold the different Mesh Types used for getMesh. </p> <a href="namespaceirr_1_1scene_1_1quake3.html#a44a1a489a965cc9a0ad2c235bbb7bf33">More...</a><br/></td></tr> <tr><td class="memItemLeft" align="right" valign="top">enum </td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene_1_1quake3.html#a504f56c895e8c5fb1924037b21bafd9c">irr::scene::quake3::eQ3ModifierFunction</a> { <br/> <a class="el" href="namespaceirr_1_1scene_1_1quake3.html#a504f56c895e8c5fb1924037b21bafd9ca5f9b9e890ee8dfd811edb17340f617fd">irr::scene::quake3::TCMOD</a> = 0, <a class="el" href="namespaceirr_1_1scene_1_1quake3.html#a504f56c895e8c5fb1924037b21bafd9cab024983a10dcf338e3e99dc8a3ec2a22">irr::scene::quake3::DEFORMVERTEXES</a> = 1, <a class="el" href="namespaceirr_1_1scene_1_1quake3.html#a504f56c895e8c5fb1924037b21bafd9ca9ae1f28947b9028f2c4bd76d3c616d11">irr::scene::quake3::RGBGEN</a> = 2, <a class="el" href="namespaceirr_1_1scene_1_1quake3.html#a504f56c895e8c5fb1924037b21bafd9cabdb57e9f0ebef018a0a087647ed95c14">irr::scene::quake3::TCGEN</a> = 3, <br/> <a class="el" href="namespaceirr_1_1scene_1_1quake3.html#a504f56c895e8c5fb1924037b21bafd9cab2385004c1f5dd754cc2030b96853a68">irr::scene::quake3::MAP</a> = 4, <a class="el" href="namespaceirr_1_1scene_1_1quake3.html#a504f56c895e8c5fb1924037b21bafd9ca6c370af27bf405f1708199108f97eae9">irr::scene::quake3::ALPHAGEN</a> = 5, <a class="el" href="namespaceirr_1_1scene_1_1quake3.html#a504f56c895e8c5fb1924037b21bafd9cab7ed1ae5cbdc3904df77ec0471cbed0a">irr::scene::quake3::FUNCTION2</a> = 0x10, <a class="el" href="namespaceirr_1_1scene_1_1quake3.html#a504f56c895e8c5fb1924037b21bafd9ca9d1decc9a92e6606a72d3eed8197c262">irr::scene::quake3::SCROLL</a> = FUNCTION2 + 1, <br/> <a class="el" href="namespaceirr_1_1scene_1_1quake3.html#a504f56c895e8c5fb1924037b21bafd9ca28877dcd868f3a458418a386aa6203f3">irr::scene::quake3::SCALE</a> = FUNCTION2 + 2, <a class="el" href="namespaceirr_1_1scene_1_1quake3.html#a504f56c895e8c5fb1924037b21bafd9cac0d0125263ecea0ffa20a40aa11c1923">irr::scene::quake3::ROTATE</a> = FUNCTION2 + 3, <a class="el" href="namespaceirr_1_1scene_1_1quake3.html#a504f56c895e8c5fb1924037b21bafd9cac74c789881232ef816c9ca0c4b0cb6ff">irr::scene::quake3::STRETCH</a> = FUNCTION2 + 4, <a class="el" href="namespaceirr_1_1scene_1_1quake3.html#a504f56c895e8c5fb1924037b21bafd9cadd5de2a575d15db930517db8f38f7721">irr::scene::quake3::TURBULENCE</a> = FUNCTION2 + 5, <br/> <a class="el" href="namespaceirr_1_1scene_1_1quake3.html#a504f56c895e8c5fb1924037b21bafd9cae856e073f3f429ff2f1a60afb593dc21">irr::scene::quake3::WAVE</a> = FUNCTION2 + 6, <a class="el" href="namespaceirr_1_1scene_1_1quake3.html#a504f56c895e8c5fb1924037b21bafd9cac70a4709a6fb9e60885e0dbabd54ea46">irr::scene::quake3::IDENTITY</a> = FUNCTION2 + 7, <a class="el" href="namespaceirr_1_1scene_1_1quake3.html#a504f56c895e8c5fb1924037b21bafd9ca54af7282d9f86e31f14ffbb2ccb622cc">irr::scene::quake3::VERTEX</a> = FUNCTION2 + 8, <a class="el" href="namespaceirr_1_1scene_1_1quake3.html#a504f56c895e8c5fb1924037b21bafd9ca1dfe27286dadf2eae9f3cdf0018cb466">irr::scene::quake3::TEXTURE</a> = FUNCTION2 + 9, <br/> <a class="el" href="namespaceirr_1_1scene_1_1quake3.html#a504f56c895e8c5fb1924037b21bafd9ca4b836829f8142e433297ed5623b8f725">irr::scene::quake3::LIGHTMAP</a> = FUNCTION2 + 10, <a class="el" href="namespaceirr_1_1scene_1_1quake3.html#a504f56c895e8c5fb1924037b21bafd9ca90807c1b11960cc0903bdcaf11de8a10">irr::scene::quake3::ENVIRONMENT</a> = FUNCTION2 + 11, <a class="el" href="namespaceirr_1_1scene_1_1quake3.html#a504f56c895e8c5fb1924037b21bafd9ca688583f8f12c7bd20c66fb448b98d811">irr::scene::quake3::DOLLAR_LIGHTMAP</a> = FUNCTION2 + 12, <a class="el" href="namespaceirr_1_1scene_1_1quake3.html#a504f56c895e8c5fb1924037b21bafd9cae6674fabcd52c6af9a43bf63f6655f7f">irr::scene::quake3::BULGE</a> = FUNCTION2 + 13, <br/> <a class="el" href="namespaceirr_1_1scene_1_1quake3.html#a504f56c895e8c5fb1924037b21bafd9caf2ad227601c235cd9976f0e97bb5be05">irr::scene::quake3::AUTOSPRITE</a> = FUNCTION2 + 14, <a class="el" href="namespaceirr_1_1scene_1_1quake3.html#a504f56c895e8c5fb1924037b21bafd9ca81a1c72ab93c1b736892ff456c1a5e4b">irr::scene::quake3::AUTOSPRITE2</a> = FUNCTION2 + 15, <a class="el" href="namespaceirr_1_1scene_1_1quake3.html#a504f56c895e8c5fb1924037b21bafd9ca0526759a7408308fa57aa33897b76cfe">irr::scene::quake3::TRANSFORM</a> = FUNCTION2 + 16, <a class="el" href="namespaceirr_1_1scene_1_1quake3.html#a504f56c895e8c5fb1924037b21bafd9caf669a3244c8ee3d3ffdbcb66a5d79773">irr::scene::quake3::EXACTVERTEX</a> = FUNCTION2 + 17, <br/> <a class="el" href="namespaceirr_1_1scene_1_1quake3.html#a504f56c895e8c5fb1924037b21bafd9ca1c4aa18dfa1d3b6c0ae755b4798abd59">irr::scene::quake3::CONSTANT</a> = FUNCTION2 + 18, <a class="el" href="namespaceirr_1_1scene_1_1quake3.html#a504f56c895e8c5fb1924037b21bafd9ca67dfaf93ff35dc601d5f11187fcaeaa6">irr::scene::quake3::LIGHTINGSPECULAR</a> = FUNCTION2 + 19, <a class="el" href="namespaceirr_1_1scene_1_1quake3.html#a504f56c895e8c5fb1924037b21bafd9ca08d5f0a4077c6ff2a849b69ad28fa12c">irr::scene::quake3::MOVE</a> = FUNCTION2 + 20, <a class="el" href="namespaceirr_1_1scene_1_1quake3.html#a504f56c895e8c5fb1924037b21bafd9ca799d19502ac77b142a9e72ef05917d74">irr::scene::quake3::NORMAL</a> = FUNCTION2 + 21, <br/> <a class="el" href="namespaceirr_1_1scene_1_1quake3.html#a504f56c895e8c5fb1924037b21bafd9caa8bbd980884e4c3729484b4a435f6a61">irr::scene::quake3::IDENTITYLIGHTING</a> = FUNCTION2 + 22, <a class="el" href="namespaceirr_1_1scene_1_1quake3.html#a504f56c895e8c5fb1924037b21bafd9cabc1a47e97e6a7d791c903a49c259f97e">irr::scene::quake3::WAVE_MODIFIER_FUNCTION</a> = 0x30, <a class="el" href="namespaceirr_1_1scene_1_1quake3.html#a504f56c895e8c5fb1924037b21bafd9cae2e6b4564f82de69ae61843123508948">irr::scene::quake3::SINUS</a> = WAVE_MODIFIER_FUNCTION + 1, <a class="el" href="namespaceirr_1_1scene_1_1quake3.html#a504f56c895e8c5fb1924037b21bafd9cabcd9be06e7c0e762894be81924490d72">irr::scene::quake3::COSINUS</a> = WAVE_MODIFIER_FUNCTION + 2, <br/> <a class="el" href="namespaceirr_1_1scene_1_1quake3.html#a504f56c895e8c5fb1924037b21bafd9cac165bd33c5c76049f56357c3ae6093f9">irr::scene::quake3::SQUARE</a> = WAVE_MODIFIER_FUNCTION + 3, <a class="el" href="namespaceirr_1_1scene_1_1quake3.html#a504f56c895e8c5fb1924037b21bafd9cad168f6ecf221d68b98803e89a4956277">irr::scene::quake3::TRIANGLE</a> = WAVE_MODIFIER_FUNCTION + 4, <a class="el" href="namespaceirr_1_1scene_1_1quake3.html#a504f56c895e8c5fb1924037b21bafd9cae75f40d8c1b9f3d4455bb01f562044f2">irr::scene::quake3::SAWTOOTH</a> = WAVE_MODIFIER_FUNCTION + 5, <a class="el" href="namespaceirr_1_1scene_1_1quake3.html#a504f56c895e8c5fb1924037b21bafd9ca600515ae20c7b1ca5babab00c7eea81d">irr::scene::quake3::SAWTOOTH_INVERSE</a> = WAVE_MODIFIER_FUNCTION + 6, <br/> <a class="el" href="namespaceirr_1_1scene_1_1quake3.html#a504f56c895e8c5fb1924037b21bafd9cac139ac195bfde7d4785425a71d54bbdd">irr::scene::quake3::NOISE</a> = WAVE_MODIFIER_FUNCTION + 7, <a class="el" href="namespaceirr_1_1scene_1_1quake3.html#a504f56c895e8c5fb1924037b21bafd9ca328cfed545304ceba939b5f2c9e66efb">irr::scene::quake3::UNKNOWN</a> = -2 <br/> }</td></tr> <tr><td colspan="2"><h2>Functions</h2></td></tr> <tr><td class="memItemLeft" align="right" valign="top">core::stringc & </td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene_1_1quake3.html#a611e0294510751cc156cb24f222b7180">irr::scene::quake3::dumpShader</a> (core::stringc &dest, const IShader *shader, bool entity=false)</td></tr> <tr><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene_1_1quake3.html#aaf7dcb617a1f8821ad19752cfdb36e02">irr::scene::quake3::dumpVarGroup</a> (core::stringc &dest, const SVarGroup *group, s32 stack)</td></tr> <tr><td class="memItemLeft" align="right" valign="top">f32 </td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene_1_1quake3.html#adca7fb6948f37384aca94a4c9ac73f14">irr::scene::quake3::getAsFloat</a> (const core::stringc &string, u32 &pos)</td></tr> <tr><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene_1_1quake3.html#a9e8ef7fea6538ba79f0ab68264ef04f9">irr::scene::quake3::getAsStringList</a> (tStringList &list, s32 max, const core::stringc &string, u32 &startPos)</td></tr> <tr><td class="memItemLeft" align="right" valign="top">core::vector3df </td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene_1_1quake3.html#a6163d5a7fba9950a2f390a42fe354c3f">irr::scene::quake3::getAsVector3df</a> (const core::stringc &string, u32 &pos)</td></tr> <tr><td class="mdescLeft"> </td><td class="mdescRight">get a <a class="el" href="namespaceirr_1_1scene_1_1quake3.html">quake3</a> vector translated to irrlicht position (x,-z,y ) <a href="#a6163d5a7fba9950a2f390a42fe354c3f"></a><br/></td></tr> <tr><td class="memItemLeft" align="right" valign="top">bool </td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene_1_1quake3.html#a5f3bb105fc95818bc8e449fe2a99fc08">irr::scene::quake3::getCullingFunction</a> (const core::stringc &cull)</td></tr> <tr><td class="memItemLeft" align="right" valign="top">u8 </td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene_1_1quake3.html#a195830e71e7d68e2f270ad505c75ae1c">irr::scene::quake3::getDepthFunction</a> (const core::stringc &string)</td></tr> <tr><td class="memItemLeft" align="right" valign="top">core::vector3df </td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene_1_1quake3.html#a2063b09e4a122270008bb10c4c13e5fe">irr::scene::quake3::getMD3Normal</a> (u32 i, u32 j)</td></tr> <tr><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene_1_1quake3.html#ab59ba2d88dbbba77dbc5f98cc78848af">irr::scene::quake3::getModifierFunc</a> (SModifierFunction &fill, const core::stringc &string, u32 &pos)</td></tr> <tr><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene_1_1quake3.html#a8ac9dc32a1de82eda41cc3fd5297c152">irr::scene::quake3::getTextures</a> (tTexArray &textures, const core::stringc &name, u32 &startPos, io::IFileSystem *fileSystem, video::IVideoDriver *driver)</td></tr> <tr><td class="memItemLeft" align="right" valign="top">s16 </td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene_1_1quake3.html#a3d99d316c147cbd82f32311a1c9e9edb">irr::scene::quake3::isEqual</a> (const core::stringc &string, u32 &pos, const c8 *list[], u16 listSize)</td></tr> </table> </div> <hr size="1"> <address style="align: right;"> <small> </small> </address> <table width="100%" 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