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Changed power up odd distribution by stage.
1 parent 2a70d49 commit 4eaf0b4

37 files changed

+136
-45
lines changed

.vs/Bomberman/v17/.suo

16.5 KB
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Config.cs

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@@ -4,7 +4,7 @@
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* Contém todas as constantes usadas pelo engine para definir seu comportamento.
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* Qualquer alteração em uma dessas constantes irá alterar o comportamento do engine.
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*
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*/
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*/
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using System;
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using System.Collections.Generic;
@@ -47,7 +47,7 @@ public partial class FrmBomberman : Form
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public static readonly float MAX_TIME = 6 * 60; // 6 minutos. Tempo máximo que o bomberman poderá ter para completar o level.
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public static readonly int MAX_LIVES = 9; // Quantidade máxima de vidas que o bomberman poderá ter
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public static readonly float BOMB_SPEED = 256; // Velocidade da boma após ser chutada
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// Bomb
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public static readonly float BOMB_TIME = 2.5F; // Tempo de detonação da bomba após ser plantada pelo bomberman em segundos
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@@ -82,20 +82,106 @@ public partial class FrmBomberman : Form
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public static readonly float GENERATE_GRAPH_NODE_VALUES_THINK_TIME = 2; // Intervalo de tempo (em segundos) usado para a geração dos valores dos nós do grafo do jogo para a computação do menor caminho a ser seguido pelos cactus até o bomberman
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public static readonly int MAX_SOFT_BLOCK_POWERUPS_PER_LEVEL = 4; // Número máximo de powerups obtidos atráves da quebra de soft blocks
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public static readonly int POWER_UP_COUNT = 12; // Quanridade de powerups disponíveis no jogo
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public static readonly float[] POWERUP_ODD_DISTRIBUTION = // Distribuição de probabilidade dos powerups do jogo
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public static readonly float[,] POWERUP_ODD_DISTRIBUTION = // Distribuição de probabilidade dos powerups do jogo (por level)
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{
87-
15, // Bomb pass
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10, // Bomb up
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15, // Clock
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10, // Fire up
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2.5F, // Heart
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15, // Kick
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2.5F, // Life
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2.5F, // Red bomb
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2.5F, // Remote control
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10, // Roller
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5, // Soft block pass
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10, // Vest
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{ // Level 1
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15, // Bomb pass
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10, // Bomb up
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15, // Clock
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10, // Fire up
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2.5F, // Heart
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15, // Kick
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2.5F, // Life
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2.5F, // Red bomb
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2.5F, // Remote control
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10, // Roller
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5, // Soft block pass
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10, // Vest
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},
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{ // Levle 2
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10, // Bomb pass
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10, // Bomb up
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20, // Clock
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10, // Fire up
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2.5F, // Heart
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15, // Kick
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2.5F, // Life
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2.5F, // Red bomb
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2.5F, // Remote control
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15, // Roller
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0, // Soft block pass
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10, // Vest
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},
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{ // Level 3
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15, // Bomb pass
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20, // Bomb up
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5, // Clock
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20, // Fire up
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2.5F, // Heart
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15, // Kick
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2.5F, // Life
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2.5F, // Red bomb
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2.5F, // Remote control
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10, // Roller
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5, // Soft block pass
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0, // Vest
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},
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{ // Level 4
130+
20, // Bomb pass
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10, // Bomb up
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15, // Clock
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10, // Fire up
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2.5F, // Heart
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15, // Kick
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2.5F, // Life
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2.5F, // Red bomb
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2.5F, // Remote control
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10, // Roller
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5, // Soft block pass
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5, // Vest
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},
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{ // Level 5
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5, // Bomb pass
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15, // Bomb up
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5, // Clock
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15, // Fire up
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2.5F, // Heart
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15, // Kick
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2.5F, // Life
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2.5F, // Red bomb
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2.5F, // Remote control
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15, // Roller
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5, // Soft block pass
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15, // Vest
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},
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{ // Level 6
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0, // Bomb pass
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10, // Bomb up
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15, // Clock
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10, // Fire up
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2.5F, // Heart
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15, // Kick
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2.5F, // Life
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5, // Red bomb
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5, // Remote control
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15, // Roller
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15, // Soft block pass
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5, // Vest
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},
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{ // Level 7
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0, // Bomb pass
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10, // Bomb up
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20, // Clock
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10, // Fire up
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2.5F, // Heart
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10, // Kick
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2.5F, // Life
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10, // Red bomb
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10, // Remote control
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10, // Roller
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10, // Soft block pass
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5, // Vest
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}
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};
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public static readonly int[,] MAX_POWERUP_PER_LEVEL = // Número máximo de powerups de cada tipo por level
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{
@@ -222,7 +308,7 @@ public partial class FrmBomberman : Form
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public static readonly Box2D DEFAULT_GAME_AREA_BOX = new Box2D(DEFAULT_GAME_AREA_RECT);
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public static readonly Vector2D PRESS_ENTER_COORDS = new Vector2D(124, 323);
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public static readonly float PRESS_ENTER_FLASH_TIME = 0.5F;
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public static readonly float SIZE_RATIO = (float)COL_COUNT / (float)ROW_COUNT; // Proporção entre o número de colunas e o número de linhas do jogo. Usado para o cálculo da escala do jogo quando a tela for redimensionada.
311+
public static readonly float SIZE_RATIO = (float) COL_COUNT / (float) ROW_COUNT; // Proporção entre o número de colunas e o número de linhas do jogo. Usado para o cálculo da escala do jogo quando a tela for redimensionada.
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public static readonly float GAME_OVER_PANEL_SHOW_DELAY = 5;
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// Scoring

FrmBomberman.cs

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@@ -3622,15 +3622,14 @@ public void NextLevel()
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public PowerUpType RandomPowerUp()
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{
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float rnd = RandomFloat() * 100;
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float sum = POWERUP_ODD_DISTRIBUTION[0];
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float sum = POWERUP_ODD_DISTRIBUTION[currentLevel % STAGE_COUNT, 0];
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if (rnd < sum)
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return PowerUpType.BOMB_PASS;
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for (int i = 1; i < POWERUP_ODD_DISTRIBUTION.Length; i++)
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{
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sum += POWERUP_ODD_DISTRIBUTION[i];
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sum += POWERUP_ODD_DISTRIBUTION[currentLevel % STAGE_COUNT, i];
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if (rnd < sum)
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return (PowerUpType) i;
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}

bin/Debug/Bomberman.application

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<description asmv2:publisher="Bomberman" asmv2:product="Bomberman" xmlns="urn:schemas-microsoft-com:asm.v1" />
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<deployment install="true" mapFileExtensions="true" />
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<compatibleFrameworks xmlns="urn:schemas-microsoft-com:clickonce.v2">
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</compatibleFrameworks>
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<dependency>
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bin/Debug/Bomberman.exe

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bin/Debug/Bomberman.exe.config

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<configuration>
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<startup>
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<description asmv2:publisher="Bomberman" asmv2:product="Bomberman" xmlns="urn:schemas-microsoft-com:asm.v1" />
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<deployment install="true" mapFileExtensions="true" />
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<compatibleFrameworks xmlns="urn:schemas-microsoft-com:clickonce.v2">
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// <autogenerated />
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using System;
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using System.Reflection;
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[assembly: global::System.Runtime.Versioning.TargetFrameworkAttribute(".NETFramework,Version=v4.8.1", FrameworkDisplayName = ".NET Framework 4.8.1")]

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<description asmv2:publisher="Bomberman" asmv2:product="Bomberman" xmlns="urn:schemas-microsoft-com:asm.v1" />
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<deployment install="true" mapFileExtensions="true" />
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<description asmv2:publisher="Bomberman" asmv2:product="Bomberman" xmlns="urn:schemas-microsoft-com:asm.v1" />
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obj/Release/Bomberman.exe.manifest

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<dsig:Transform Algorithm="urn:schemas-microsoft-com:HashTransforms.Identity" />
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</dsig:Transforms>
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<dsig:DigestMethod Algorithm="http://www.w3.org/2000/09/xmldsig#sha256" />
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<dsig:DigestValue>toS5Nrvy4jxxHWZSEUCKKGTHrgkeOXD3m0BSAkjfrGc=</dsig:DigestValue>
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<dsig:DigestValue>NI82rRK4hN8G+dlsj6E4axYE3+U3W1R9CcBJuRQAL6E=</dsig:DigestValue>
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</hash>
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</dependentAssembly>
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</dependency>
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</hash>
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</dependentAssembly>
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</dependency>
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<file name="Bomberman.exe.config" size="167">
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<file name="Bomberman.exe.config" size="169">
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<hash>
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<dsig:Transforms>
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<dsig:Transform Algorithm="urn:schemas-microsoft-com:HashTransforms.Identity" />
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</dsig:Transforms>
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<dsig:DigestMethod Algorithm="http://www.w3.org/2000/09/xmldsig#sha256" />
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<dsig:DigestValue>cm6x6fZ+09LS+qX1fNONKtui3fRFsn0UMpem5D/dNvs=</dsig:DigestValue>
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<dsig:DigestValue>pXCaTkSdhdZK/ksNiEXvrqy/hr+wlOgzviND6k0ygHs=</dsig:DigestValue>
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</hash>
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</file>
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<file name="favicon.ico" size="370070">

obj/Release/Bomberman.pdb

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