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https://github.com/GrammaticalFramework/gf-core.git
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PeaceKepp: added a bunch of examples. Added a few words. Added some missing syntax constructs.
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@@ -1,15 +1,51 @@
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Working now:
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== Working now ==
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Yes.
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Landmines are dangerous.
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Are you cold?
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Who coughs?
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Who coughs?
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Show me the landmine!
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Who owns this building?
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We are your friends.
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Who needs water?
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Give your weapon to the soldier!
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Who gives weapons to the soldiers?
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Do you need medicine?
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Who gives water to the children?
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Who is hungry?
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Who is hungry?
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Where do you sleep?
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Where do you see the landmine?
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Should work:
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The doctor sleeps.
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I see a small girl.
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Soldiers don't eat corpses.
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Do you need medicine?
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We don't give weapons to dangerous soldiers.
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We give food to children.
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Are you cold?
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Landmines are dangerous.
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We are your friends.
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These soldiers aren't your enemies.
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Walk!
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Don't eat your friend!
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Drink cold water!
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Give your weapon to the soldier!
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Show me the landmine!
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Give water to the boy!
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== Should work ==
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Where is the factory? (no QuestIAdv_NP)
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Where is the factory? (no QuestIAdv_NP)
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Drink this water! (can't modify MassCN)
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Drink! (drink is V2)
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== English ==
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=== Variants that should work ===
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don't / do not
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doesn't / does not
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isn't / is not
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aren't / are not
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corpse / dead body
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give X to Y / give Y X
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@@ -10,18 +10,26 @@ abstract PeaceKeep = Cat, PeaceLex ** {
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PhrImp : Imp -> Phr ;
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PhrImp : Imp -> Phr ;
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PhrImpNeg : Imp -> Phr ;
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PhrImpNeg : Imp -> Phr ;
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PhrYes : Phr ;
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PhrNo : Phr ;
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QuestSent : Sent -> Quest ;
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QuestSent : Sent -> Quest ;
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QuestIP_V : V -> IP -> Quest ;
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QuestIP_V : V -> IP -> Quest ;
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QuestIP_V2 : V2 -> IP -> NP -> Quest ;
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QuestIP_V2 : V2 -> IP -> NP -> Quest ;
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QuestIP_V2Mass : V2 -> IP -> MassCN -> Quest ;
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QuestIP_V2Mass : V2 -> IP -> MassCN -> Quest ;
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QuestIP_V3 : V3 -> IP -> NP -> NP -> Quest ;
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QuestIP_V3Mass : V3 -> IP -> MassCN -> NP -> Quest ;
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QuestIP_A : A -> IP -> Quest ;
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QuestIP_A : A -> IP -> Quest ;
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QuestIAdv_V : V -> NP -> IAdv -> Quest ;
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QuestIAdv_V : V -> NP -> IAdv -> Quest ;
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QuestIAdv_V2 : V2 -> NP -> NP -> IAdv -> Quest ;
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QuestIAdv_V2 : V2 -> NP -> NP -> IAdv -> Quest ;
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-- QuestIAdv_NP : NP -> IAdv -> Quest ;
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SentV : V -> NP -> Sent ;
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SentV : V -> NP -> Sent ;
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SentV2 : V2 -> NP -> NP -> Sent ;
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SentV2 : V2 -> NP -> NP -> Sent ;
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SentV2Mass : V2 -> NP -> MassCN -> Sent ;
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SentV2Mass : V2 -> NP -> MassCN -> Sent ;
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SentV3 : V3 -> NP -> NP -> NP -> Sent ;
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SentV3 : V3 -> NP -> NP -> NP -> Sent ;
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SentV3Mass : V3 -> NP -> MassCN -> NP -> Sent ;
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SentA : A -> NP -> Sent ;
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SentA : A -> NP -> Sent ;
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SentNP : NP -> NP -> Sent ;
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SentNP : NP -> NP -> Sent ;
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@@ -30,7 +38,9 @@ abstract PeaceKeep = Cat, PeaceLex ** {
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ImpV : V -> Imp ;
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ImpV : V -> Imp ;
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ImpV2 : V2 -> NP -> Imp ;
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ImpV2 : V2 -> NP -> Imp ;
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ImpV2Mass : V2 -> MassCN -> Imp ;
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ImpV3 : V3 -> NP -> NP -> Imp ;
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ImpV3 : V3 -> NP -> NP -> Imp ;
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ImpV3Mass : V3 -> MassCN -> NP -> Imp ;
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UsePron : Pron -> NP ;
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UsePron : Pron -> NP ;
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PossPronCNSg : Pron -> CN -> NP ;
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PossPronCNSg : Pron -> CN -> NP ;
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@@ -16,10 +16,15 @@ incomplete concrete PeaceKeepI of PeaceKeep = open Lang in {
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PhrImp imp = {s = (PhrUtt NoPConj (UttImpSg PPos imp) NoVoc).s ++ "!"} ;
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PhrImp imp = {s = (PhrUtt NoPConj (UttImpSg PPos imp) NoVoc).s ++ "!"} ;
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PhrImpNeg imp = {s = (PhrUtt NoPConj (UttImpSg PNeg imp) NoVoc).s ++ "!"} ;
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PhrImpNeg imp = {s = (PhrUtt NoPConj (UttImpSg PNeg imp) NoVoc).s ++ "!"} ;
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PhrYes = { s = yes_Phr.s ++ "." } ;
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PhrNo = { s = no_Phr.s ++ "." } ;
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QuestSent sent = {s = sent.s ! SQuest } ;
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QuestSent sent = {s = sent.s ! SQuest } ;
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QuestIP_V v ip = mkQuest (QuestVP ip (UseV v)) ;
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QuestIP_V v ip = mkQuest (QuestVP ip (UseV v)) ;
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QuestIP_V2 v ip x = mkQuest (QuestVP ip (ComplV2 v x)) ;
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QuestIP_V2 v ip x = mkQuest (QuestVP ip (ComplV2 v x)) ;
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QuestIP_V2Mass v ip x = mkQuest (QuestVP ip (ComplV2 v (massNP x))) ;
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QuestIP_V2Mass v ip x = mkQuest (QuestVP ip (ComplV2 v (massNP x))) ;
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QuestIP_V3 v ip x y = mkQuest (QuestVP ip (ComplV3 v x y)) ;
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QuestIP_V3Mass v ip x y = mkQuest (QuestVP ip (ComplV3 v (massNP x) y)) ;
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QuestIP_A : A -> IP -> Phr ;
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QuestIP_A : A -> IP -> Phr ;
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QuestIP_A a ip = mkQuest (QuestVP ip (UseComp (CompAP (PositA a))));
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QuestIP_A a ip = mkQuest (QuestVP ip (UseComp (CompAP (PositA a))));
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@@ -31,6 +36,7 @@ incomplete concrete PeaceKeepI of PeaceKeep = open Lang in {
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SentV2 v x y = mkSent x (ComplV2 v y) ;
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SentV2 v x y = mkSent x (ComplV2 v y) ;
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SentV2Mass v x y = mkSent x (ComplV2 v (massNP y)) ;
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SentV2Mass v x y = mkSent x (ComplV2 v (massNP y)) ;
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SentV3 v x y z = mkSent x (ComplV3 v y z) ;
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SentV3 v x y z = mkSent x (ComplV3 v y z) ;
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SentV3Mass v x y z = mkSent x (ComplV3 v (massNP y) z) ;
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SentA a x = mkSent x (UseComp (CompAP (PositA a))) ;
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SentA a x = mkSent x (UseComp (CompAP (PositA a))) ;
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SentNP a x = mkSent x (UseComp (CompNP a)) ;
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SentNP a x = mkSent x (UseComp (CompNP a)) ;
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@@ -39,7 +45,9 @@ incomplete concrete PeaceKeepI of PeaceKeep = open Lang in {
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ImpV v = ImpVP (UseV v) ;
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ImpV v = ImpVP (UseV v) ;
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ImpV2 v x = ImpVP (ComplV2 v x) ;
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ImpV2 v x = ImpVP (ComplV2 v x) ;
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ImpV2Mass v x = ImpVP (ComplV2 v (massNP x)) ;
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ImpV3 v x y = ImpVP (ComplV3 v x y) ;
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ImpV3 v x y = ImpVP (ComplV3 v x y) ;
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ImpV3Mass v x y = ImpVP (ComplV3 v (massNP x) y) ;
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UsePron p = UsePron p ;
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UsePron p = UsePron p ;
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PossPronCNSg p n = DetCN (DetSg (SgQuant (PossPron p)) NoOrd) n;
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PossPronCNSg p n = DetCN (DetSg (SgQuant (PossPron p)) NoOrd) n;
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@@ -71,6 +71,7 @@ abstract PeaceLex = Cat ** {
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boat_N : N ;
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boat_N : N ;
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boy_N : N ;
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boy_N : N ;
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child_N : N ;
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child_N : N ;
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corpse_N : N ;
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building_N : N ;
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building_N : N ;
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car_N : N ;
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car_N : N ;
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doctor_N : N ;
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doctor_N : N ;
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@@ -88,6 +89,7 @@ abstract PeaceLex = Cat ** {
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medicine_N : MassN ;
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medicine_N : MassN ;
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man_N : N ;
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man_N : N ;
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road_N : N ;
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road_N : N ;
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skin_N : MassN ;
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soldier_N : N ;
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soldier_N : N ;
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water_N : MassN ;
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water_N : MassN ;
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weapon_N : N ;
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weapon_N : N ;
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@@ -100,8 +102,10 @@ abstract PeaceLex = Cat ** {
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give_V3 : V3 ;
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give_V3 : V3 ;
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have_V2 : V2;
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have_V2 : V2;
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need_V2 : V2;
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need_V2 : V2;
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own_V2 : V2 ;
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see_V2 : V2 ;
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see_V2 : V2 ;
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show_V3 : V3 ;
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show_V3 : V3 ;
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sleep_V : V ;
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walk_V : V ;
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walk_V : V ;
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}
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}
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@@ -70,6 +70,7 @@ concrete PeaceLex_Eng of PeaceLex = CatEng ** open LangEng, ParadigmsEng in {
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building_N = regN "building" ;
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building_N = regN "building" ;
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car_N = regN "car" ;
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car_N = regN "car" ;
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child_N = child_N ;
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child_N = child_N ;
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corpse_N = regN "corpse" ;
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doctor_N = regN "doctor";
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doctor_N = regN "doctor";
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enemy_N = regN "enemy";
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enemy_N = regN "enemy";
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factory_N = factory_N ;
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factory_N = factory_N ;
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@@ -85,6 +86,7 @@ concrete PeaceLex_Eng of PeaceLex = CatEng ** open LangEng, ParadigmsEng in {
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man_N = man_N ;
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man_N = man_N ;
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medicine_N = regN "medicine" ;
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medicine_N = regN "medicine" ;
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road_N = road_N ;
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road_N = road_N ;
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skin_N = regN "skin" ;
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soldier_N = regN "soldier" ;
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soldier_N = regN "soldier" ;
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water_N = water_N ;
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water_N = water_N ;
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weapon_N = regN "weapon";
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weapon_N = regN "weapon";
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@@ -97,8 +99,10 @@ concrete PeaceLex_Eng of PeaceLex = CatEng ** open LangEng, ParadigmsEng in {
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give_V3 = give_V3;
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give_V3 = give_V3;
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have_V2 = have_V2;
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have_V2 = have_V2;
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need_V2 = dirV2 (regV "need");
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need_V2 = dirV2 (regV "need");
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own_V2 = dirV2 (regV "own") ;
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see_V2 = see_V2 ;
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see_V2 = see_V2 ;
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show_V3 = dirdirV3 (regV "show") ;
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show_V3 = dirdirV3 (regV "show") ;
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sleep_V = sleep_V ;
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walk_V = walk_V ;
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walk_V = walk_V ;
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}
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}
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