diff --git a/plymouth-theme-le/AUTHORS b/plymouth-theme-le/AUTHORS
new file mode 100644
index 0000000000000000000000000000000000000000..f700cbda9feaa75d152d9b28cf286f0d28a0dbaa
--- /dev/null
+++ b/plymouth-theme-le/AUTHORS
@@ -0,0 +1,27 @@
+# PHYMOUTH-THEME-LE
+
+C3SL - Centro de Computacao Cientifica e Software Livre
+
+Bruno Cesar Ribas
+Carlos Carvalho
+Cleide Luzia Bonfim Possamai
+Daniel Weingaertner
+Danilo Kiyoshi Simizu Yorinori
+Diego Giovane Pasqualin
+Edson Ramiro Lucas Filho
+Eduardo Cunha de Almeida
+Erik Alexandre Pucci
+Fabiano Silva
+Jorge Augusto Meira
+Josiney de Souza
+Juliana Bueno
+Lucio Foltran da Silva
+Luis Carlos Erpen de Bona
+Marcos Castilho
+Pedro Eugenio Rocha
+Renan Franca De Miranda
+Ricardo Tavares De Oliveira
+Rubens Massayuki Suguimoto
+Thiago Henrique Dos Santos Picharski
+Tiago Rodrigo Kepe
+Vinicius Kwiecien Ruoso
diff --git a/plymouth-theme-le/COPYING b/plymouth-theme-le/COPYING
new file mode 100644
index 0000000000000000000000000000000000000000..94a9ed024d3859793618152ea559a168bbcbb5e2
--- /dev/null
+++ b/plymouth-theme-le/COPYING
@@ -0,0 +1,674 @@
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+option of following the terms and conditions either of that numbered
+version or of any later version published by the Free Software
+Foundation.  If the Program does not specify a version number of the
+GNU General Public License, you may choose any version ever published
+by the Free Software Foundation.
+
+  If the Program specifies that a proxy can decide which future
+versions of the GNU General Public License can be used, that proxy's
+public statement of acceptance of a version permanently authorizes you
+to choose that version for the Program.
+
+  Later license versions may give you additional or different
+permissions.  However, no additional obligations are imposed on any
+author or copyright holder as a result of your choosing to follow a
+later version.
+
+  15. Disclaimer of Warranty.
+
+  THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
+APPLICABLE LAW.  EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
+HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
+OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
+THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
+PURPOSE.  THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
+IS WITH YOU.  SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
+ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
+
+  16. Limitation of Liability.
+
+  IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
+WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
+THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
+GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
+USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
+DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
+PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
+EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
+SUCH DAMAGES.
+
+  17. Interpretation of Sections 15 and 16.
+
+  If the disclaimer of warranty and limitation of liability provided
+above cannot be given local legal effect according to their terms,
+reviewing courts shall apply local law that most closely approximates
+an absolute waiver of all civil liability in connection with the
+Program, unless a warranty or assumption of liability accompanies a
+copy of the Program in return for a fee.
+
+                     END OF TERMS AND CONDITIONS
+
+            How to Apply These Terms to Your New Programs
+
+  If you develop a new program, and you want it to be of the greatest
+possible use to the public, the best way to achieve this is to make it
+free software which everyone can redistribute and change under these terms.
+
+  To do so, attach the following notices to the program.  It is safest
+to attach them to the start of each source file to most effectively
+state the exclusion of warranty; and each file should have at least
+the "copyright" line and a pointer to where the full notice is found.
+
+    <one line to give the program's name and a brief idea of what it does.>
+    Copyright (C) <year>  <name of author>
+
+    This program is free software: you can redistribute it and/or modify
+    it under the terms of the GNU General Public License as published by
+    the Free Software Foundation, either version 3 of the License, or
+    (at your option) any later version.
+
+    This program is distributed in the hope that it will be useful,
+    but WITHOUT ANY WARRANTY; without even the implied warranty of
+    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+    GNU General Public License for more details.
+
+    You should have received a copy of the GNU General Public License
+    along with this program.  If not, see <http://www.gnu.org/licenses/>.
+
+Also add information on how to contact you by electronic and paper mail.
+
+  If the program does terminal interaction, make it output a short
+notice like this when it starts in an interactive mode:
+
+    <program>  Copyright (C) <year>  <name of author>
+    This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
+    This is free software, and you are welcome to redistribute it
+    under certain conditions; type `show c' for details.
+
+The hypothetical commands `show w' and `show c' should show the appropriate
+parts of the General Public License.  Of course, your program's commands
+might be different; for a GUI interface, you would use an "about box".
+
+  You should also get your employer (if you work as a programmer) or school,
+if any, to sign a "copyright disclaimer" for the program, if necessary.
+For more information on this, and how to apply and follow the GNU GPL, see
+<http://www.gnu.org/licenses/>.
+
+  The GNU General Public License does not permit incorporating your program
+into proprietary programs.  If your program is a subroutine library, you
+may consider it more useful to permit linking proprietary applications with
+the library.  If this is what you want to do, use the GNU Lesser General
+Public License instead of this License.  But first, please read
+<http://www.gnu.org/philosophy/why-not-lgpl.html>.
diff --git a/plymouth-theme-le/VERSAO b/plymouth-theme-le/VERSAO
new file mode 100644
index 0000000000000000000000000000000000000000..9084fa2f716a7117829f3f32a5f4cef400e02903
--- /dev/null
+++ b/plymouth-theme-le/VERSAO
@@ -0,0 +1 @@
+1.1.0
diff --git a/plymouth-theme-le/gerar.sh b/plymouth-theme-le/gerar.sh
new file mode 100755
index 0000000000000000000000000000000000000000..adf7235568c89ba0f7ffcd08345250c0bdc279d3
--- /dev/null
+++ b/plymouth-theme-le/gerar.sh
@@ -0,0 +1,62 @@
+#!/bin/bash
+# gerar.sh
+# Copyright (c) 2006 by Bruno Ribas <ribas@ufpr.br>
+
+DIRTMP=$(mktemp -d)
+VERSAO=$(cat VERSAO)
+
+#arrumar versao
+#$1 tipo de incremento
+MAJOR=$(echo $VERSAO| cut -d'.' -f1)
+MINOR=$(echo $VERSAO| cut -d'.' -f2)
+REVISION=$(echo $VERSAO| cut -d'.' -f3)
+
+case $1 in
+	Minor)
+		((MINOR++))
+		REVISION=0
+		;;
+	Major)
+		((MAJOR++))
+		MINOR=0
+		REVISION=0
+		;;
+	help)
+		echo "Uso: $0 Major|Minor|Revision"
+		echo '     Major - Altera versao Major'
+		echo '     Minor - Altera versao Minor'
+		exit
+		;;
+	*)
+		((REVISION++))
+		;;
+esac
+
+VERSAO="${MAJOR}.${MINOR}.${REVISION}"
+echo "$VERSAO" > VERSAO
+		
+
+#Compila a documentacao do pacote no diretorio doc/
+#cd doc/
+#hevea -text *.tex 
+#hevea -text *.tex 
+#cd ../
+
+cp -r pacote $DIRTMP
+
+#Copia a documentacao compilada para dentro do pacote.
+#cp doc/*.txt $DIRTMP/pacote/usr/share/doc/prd-* 
+
+cd $DIRTMP
+find . -name ".svn" -exec rm -rf {} \; &>/dev/null
+sed -i -e "s/Version:/Version: $VERSAO/" pacote/DEBIAN/control
+
+fakeroot dpkg -b pacote .
+
+cd -
+
+cp $DIRTMP/*deb .
+rm -rf $DIRTMP
+
+
+# vim:tabstop=4:shiftwidth=4:encoding=iso-8859-1
diff --git a/plymouth-theme-le/pacote/DEBIAN/control b/plymouth-theme-le/pacote/DEBIAN/control
new file mode 100644
index 0000000000000000000000000000000000000000..c582033762abb62256c28345f13cda9c84e33f49
--- /dev/null
+++ b/plymouth-theme-le/pacote/DEBIAN/control
@@ -0,0 +1,8 @@
+Package: plymouth-theme-le
+Section: main
+Priority: important
+Version:
+Maintainer: LE Maintainer <le-maintainer@c3sl.ufpr.br>
+Architecture: i386
+Depends: plymouth, plymouth-label
+Description: Provides a plymouth theme to Linux Educacional distribution
diff --git a/plymouth-theme-le/pacote/DEBIAN/postinst b/plymouth-theme-le/pacote/DEBIAN/postinst
new file mode 100755
index 0000000000000000000000000000000000000000..5fd49e6b533a74648fab16aa360b4e7b1c521897
--- /dev/null
+++ b/plymouth-theme-le/pacote/DEBIAN/postinst
@@ -0,0 +1,24 @@
+#!/bin/sh -e
+
+
+case "$1" in
+  configure)
+	  update-alternatives \
+		--install /lib/plymouth/themes/default.plymouth default.plymouth \
+		/lib/plymouth/themes/le/le.plymouth 1000
+
+    if which update-initramfs >/dev/null 2>&1; then
+      update-initramfs -u
+	  fi
+	;;
+
+  abort-upgrade|abort-deconfigure|abort-remove)
+  ;;
+
+  *)
+	  echo "$0 called with unknown argument \`$1'" 1>&2
+	  exit 1
+	;;
+esac
+
+exit 0
diff --git a/plymouth-theme-le/pacote/DEBIAN/postrm b/plymouth-theme-le/pacote/DEBIAN/postrm
new file mode 100755
index 0000000000000000000000000000000000000000..f80152e30d658ce7b3afb21fb4471e9a3f597236
--- /dev/null
+++ b/plymouth-theme-le/pacote/DEBIAN/postrm
@@ -0,0 +1,31 @@
+#!/bin/sh -e
+
+case "$1" in
+  remove)
+	  update-alternatives \
+		--remove default.plymouth /lib/plymouth/themes/le/le.plymouth
+
+	  rmdir /lib/plymouth/themes || :
+	  rmdir /lib/plymouth || :
+
+	  if which update-initramfs >/dev/null 2>&1; then
+	    update-initramfs -u
+	  fi
+	;;
+
+  purge)
+	;;
+
+  upgrade|failed-upgrade|disappear)
+	;;
+
+  abort-install|abort-upgrade)
+	;;
+
+  *)
+	  echo "$0 called with unknown argument \`$1'" 1>&2
+	  exit 1
+	;;
+esac
+
+exit 0
diff --git a/plymouth-theme-le/pacote/lib/plymouth/themes/le/le.plymouth b/plymouth-theme-le/pacote/lib/plymouth/themes/le/le.plymouth
new file mode 100644
index 0000000000000000000000000000000000000000..89d3c20991d8b87c457483871a85f92bc3b49983
--- /dev/null
+++ b/plymouth-theme-le/pacote/lib/plymouth/themes/le/le.plymouth
@@ -0,0 +1,8 @@
+[Plymouth Theme]
+Name=Linux Educacional
+Description=This theme is to be used on Linux Educacional
+ModuleName=script
+
+[script]
+ImageDir=/lib/plymouth/themes/le
+ScriptFile=/lib/plymouth/themes/le/le.script
diff --git a/plymouth-theme-le/pacote/lib/plymouth/themes/le/le.script b/plymouth-theme-le/pacote/lib/plymouth/themes/le/le.script
new file mode 100644
index 0000000000000000000000000000000000000000..1a965c9986c8688c7788619b27ca7f280aa52c40
--- /dev/null
+++ b/plymouth-theme-le/pacote/lib/plymouth/themes/le/le.script
@@ -0,0 +1,1026 @@
+# Set the text colour in (rgb / 256)
+text_colour.red = 1.0;
+text_colour.green = 1.0;
+text_colour.blue = 1.0;
+
+# Tinted text #988592
+tinted_text_colour.red = 0.59;
+tinted_text_colour.green = 0.52;
+tinted_text_colour.blue = 0.57;
+
+# Action Text - #ffffff - RGB 255 255 255
+action_text_colour.red = 1.0;
+action_text_colour.green = 1.0;
+action_text_colour.blue = 1.0;
+
+# Orange - #ff4012 - RGB 255 64 18
+debugsprite = Sprite();
+debugsprite_bottom = Sprite();
+debugsprite_medium = Sprite();
+
+# are we currently prompting for a password?
+prompt_active = 0;
+
+# General purpose function to create text
+fun WriteText (text, colour) {
+    image = Image.Text (text, colour.red, colour.green, colour.blue);
+    return image;
+}
+
+fun ImageToText (text) {
+    image = WriteText (text, text_colour);
+    return image;
+}
+
+fun ImageToTintedText (text) {
+    image = WriteText (text, tinted_text_colour);
+    return image;
+}
+
+fun ImageToActionText (text) {
+    image = WriteText (text, action_text_colour);
+    return image;
+}
+
+fun Debug(text) {
+    debugsprite.SetImage(ImageToText (text));
+}
+
+fun DebugBottom(text) {
+    debugsprite_bottom.SetImage(ImageToText (text));
+    debugsprite_bottom.SetPosition(0, (Window.GetHeight (0) - 20), 1);
+}
+
+fun DebugMedium(text) {
+    debugsprite_medium.SetImage(ImageToText (text));
+    debugsprite_medium.SetPosition(0, (Window.GetHeight (0) - 60), 1);
+}
+
+fun TextYOffset() {
+    local.y;
+    local.text_height;
+    local.min_height;
+
+    # Put the 1st line below the logo + some spacing
+    y = logo.y + logo.height + (progress_indicator.bullet_height * 7 ); # + logo_spacing;
+
+    text_height = first_line_height * 7.5;
+
+    min_height = Window.GetHeight();
+    if (y + text_height > min_height)
+        y = min_height - text_height;
+
+    if (y < progress_indicator.y + progress_indicator.height)
+        return progress_indicator.y + progress_indicator.height;
+    return y;
+}
+
+#------------------------------String functions-------------------------------
+
+# This is the equivalent for strstr()
+fun StringString(string, substring) {
+    start = 0;
+    while (String(string).CharAt (start)) {
+        walk = 0;
+        while (String(substring).CharAt (walk) == String(string).CharAt (start + walk) ) {
+            walk++;
+            if (!String(substring).CharAt (walk)) return start;
+        }
+        start++;
+    }
+
+    return NULL;
+}
+
+fun StringLength (string) {
+    index = 0;
+    while (String(string).CharAt(index)) index++;
+    return index;
+}
+
+fun StringCopy (source, beginning, end) {
+    local.destination = "";
+    for (index = beginning; ( ( (end == NULL) || (index <= end) ) && (String(source).CharAt(index)) ); index++) {
+        local.destination += String(source).CharAt(index);
+    }
+
+    return local.destination;
+}
+
+fun StringReplace (source, pattern, replacement) {
+    local.found = StringString(source, pattern);
+    if (local.found == NULL)
+        return source;
+
+    local.new_string = StringCopy (source, 0, local.found - 1) +
+                       replacement +
+                       StringCopy (source, local.found + StringLength(pattern), NULL);
+
+    return local.new_string;
+}
+
+# it makes sense to use it only for
+# numbers up to 100
+fun StringToInteger (str) {
+    int = -1;
+    for (i=0; i<=100; i++) {
+        if (i+"" == str) {
+            int = i;
+            break;
+        }
+    }
+    return int;
+}
+
+#-----------------------------------------------------------------------------
+# Previous background colour
+# #300a24 --> 0.19, 0.04, 0.14
+# New background colour
+# #2c001e --> 0.16, 0.00, 0.12
+#
+Window.SetBackgroundTopColor (0.16, 0.00, 0.12);     # Nice colour on top of the screen fading to
+Window.SetBackgroundBottomColor (0.16, 0.00, 0.12);  # an equally nice colour on the bottom
+
+bits_per_pixel = Window.GetBitsPerPixel ();
+if (bits_per_pixel == 4) {
+    logo_filename = "logo.png";
+    progress_dot_off_filename = "progress_dot_off16.png";
+    progress_dot_on_filename = "progress_dot_on.png";
+    password_field_filename = "password_field16.png";
+} else {
+    logo_filename = "logo.png";
+    progress_dot_off_filename = "progress_dot_off.png";
+    progress_dot_on_filename = "progress_dot_on.png";
+    password_field_filename = "password_field.png";
+}
+
+logo.image = Image (logo_filename);
+logo.sprite = Sprite ();
+logo.sprite.SetImage (logo.image);
+logo.width = logo.image.GetWidth ();
+logo.height = logo.image.GetHeight ();
+logo.x = Window.GetX () + Window.GetWidth () / 2 - logo.width  / 2;
+logo.y = Window.GetY () + Window.GetHeight () / 2 - logo.height;
+logo.z = 1000;
+logo.sprite.SetX (logo.x);
+logo.sprite.SetY (logo.y);
+logo.sprite.SetZ (logo.z);
+logo.sprite.SetOpacity (1);
+
+# Spacing below the logo - in pixels
+logo_spacing = logo.height * 4;
+
+message_notification[0].image = ImageToTintedText ("");
+message_notification[1].image = ImageToTintedText ("");
+fsck_notification.image = ImageToActionText ("");
+
+status = "normal";
+
+progress_indicator.bullet_off = Image (progress_dot_off_filename);
+progress_indicator.bullet_on = Image (progress_dot_on_filename);
+progress_indicator.bullet_width = progress_indicator.bullet_off.GetWidth ();
+progress_indicator.bullet_height = progress_indicator.bullet_off.GetHeight ();
+progress_indicator.bullet_hspacing = progress_indicator.bullet_width * 1.1;
+progress_indicator.width = progress_indicator.bullet_width * 5;
+progress_indicator.height = progress_indicator.bullet_height;
+progress_indicator.y = logo.y + logo.height + (logo.height/4);
+progress_indicator.x = Window.GetX () + Window.GetWidth () / 2 - progress_indicator.width / 2; # logo.x + 26;
+
+# use a fixed string with ascending and descending stems to calibrate the
+# bounding box for the first message, so the messages below don't move up
+# and down according to *their* height.
+first_line_height = ImageToTintedText ("AfpqtM").GetHeight();
+
+# if the user has a 640x480 or 800x600 display, we can't quite fit everything
+# (including passphrase prompts) with the target spacing, so scoot the text up
+# a bit if needed.
+top_of_the_text = TextYOffset();
+
+#-----------------------------------------Logo functions------------------------------
+
+# Call this when updating the screen
+fun draw_logo () {
+    logo.sprite.SetX (logo.x);
+    logo.sprite.SetY (logo.y);
+    logo.sprite.SetZ (logo.z);
+    logo.sprite.SetOpacity (1);
+}
+
+
+#-----------------------------------------Progress Indicator--------------------------
+fun set_progress_indicator () {
+
+    # Here we assume that we can store half bullets on each half of the screen
+    # together with some spacing
+    local.x = progress_indicator.x;
+
+    for (index = 0; index <= 4; index++) {
+        # Set the "off" bullets
+        progress_indicator.bullets_off[index].sprite = Sprite (progress_indicator.bullet_off);
+        progress_indicator.bullets_off[index].sprite.SetPosition (local.x, progress_indicator.y, 1000);
+        progress_indicator.bullets_off[index].x = local.x;
+        progress_indicator.bullets_off[index].y = progress_indicator.y;
+        progress_indicator.bullets_off[index].sprite.SetOpacity (1);
+
+        #local.debug_medium_string = "Progress indicator " + index + ": x = " + progress_indicator.bullets_off[index].x +
+        #                  ", y = " + progress_indicator.bullets_off[index].y  + ", logo width = " + logo.width +
+        #                  ", logo height = " + logo.height + " " + screen_width + " " + screen_height;
+        #
+        #(index % 2) && DebugMedium (local.debug_medium_string) || DebugBottom (local.debug_medium_string);
+
+        # Set the "on" bullets on top of the "off" bullets and make them transparent
+        progress_indicator.bullets_on[index].sprite = Sprite (progress_indicator.bullet_on);
+        progress_indicator.bullets_on[index].x = progress_indicator.bullets_off[index].x;
+        progress_indicator.bullets_on[index].y = progress_indicator.bullets_off[index].y;
+        progress_indicator.bullets_on[index].sprite.SetPosition (progress_indicator.bullets_on[index].x, progress_indicator.bullets_on[index].y, 10000);
+
+        progress_indicator.bullets_on[index].sprite.SetOpacity (0);
+
+        local.x += progress_indicator.bullet_hspacing;
+    }
+    #local.debug_string = "Progress indicator: x1 = " + progress_indicator.x + ", x2 = " + local.x + ", y = " + progress_indicator.y +
+    #                      ", x logo = " + logo.x + ", y logo = " + logo.y + ", indicator width = " + progress_indicator.width;
+    #Debug(progress_indicator.bullets_off[0].x);
+}
+
+
+# We have 2 bullets, one on top of the other:
+# The white one is on top of the red one and the former should
+# slowly fade so as to get a nice transition effect.
+fun switch_on_bullet (bullets_off, bullets_on, bullet_number, opacity) {
+    local.x = bullets_on[bullet_number].x;
+    local.y = bullets_on[bullet_number].y;
+    local.z = bullets_on[bullet_number].z;
+
+    # Hide the bullets which are off
+    bullets_off[bullet_number].sprite.SetOpacity (0);
+
+    # Show the bullets which are on
+    bullets_on[bullet_number].sprite.SetPosition (local.x, local.y, local.z);
+    bullets_on[bullet_number].sprite.SetOpacity (opacity);
+
+    # Bump the number of times we have switched on bullets
+    global.times_bullets_switched++;
+}
+
+fun switch_off_bullets () {
+    # Debug("Switching off progress indicator");
+
+    set_progress_indicator ();
+    global.times_bullets_switched = 0;
+    global.on_off = 1;
+}
+
+# This is something that we can call when we exit
+fun switch_on_bullets () {
+    # Debug("Switching off progress indicator");
+    if (!global.progress_indicator.bullets_on) set_progress_indicator ();
+    local = global.progress_indicator;
+
+    for (index = 0; bullets_on[index]; index++) {
+        switch_on_bullet (bullets_off, bullets_on, index, 1.0);
+    }
+}
+
+
+# Implement in boot progress callback
+fun animate_progress_indicator (progress, time) {
+    if (global.progress_time == NULL) {
+        global.progress_time = progress;  #time;
+        switch_off_bullets ();
+    }
+
+#    Debug ("progress = " + progress + ", time = " + time + " times switched = " + global.times_bullets_switched + " on_off " + global.on_off);
+
+#    if (global.times_bullets_switched == NULL)
+#        global.times_bullets_switched = 5;
+
+#    if (global.on_off == NULL)
+#        global.on_off = 0;
+
+    if ((progress - global.progress_time) >= 1.0) {
+        global.progress_time = progress;
+
+        if (global.times_bullets_switched == 5) {
+            # Change which bullets are switched on
+            # and which ones are switched off
+            global.on_off = !global.on_off;
+            global.times_bullets_switched = 0;
+        }
+
+        if (global.on_off) {
+            switch_on_bullet (progress_indicator.bullets_off, progress_indicator.bullets_on,
+                              global.times_bullets_switched, 1.0);
+        }
+        else {
+            switch_on_bullet (progress_indicator.bullets_on, progress_indicator.bullets_off,
+                              global.times_bullets_switched, 1.0);
+        }
+    }
+
+
+    # Start setting bullets to "on" with translucency
+#    for (index = 0; index <= 5; index++) {
+#        opacity = 0.0;
+#        while (opacity <= 1.0) {
+#            switch_on_bullet (progress_indicator.bullets_off, progress_indicator.bullets_on,
+#                              index, opacity);
+#            opacity += 0.1;
+#        }
+#    }
+}
+
+
+#-----------------------------------------Label utility functions---------------------
+
+# label should be either a string or NULL
+# Images for n lines will be created and returned as items of the
+# message_label array
+#
+fun get_message_label (label, is_fake, is_action_line) {
+    # Debug("Get Label position");
+    local.message_label;
+
+    if (is_fake)
+        # Create a fake label so as to get the y coordinate of
+        # a standard-length label.
+        local.message_image = ImageToTintedText ("This is a fake message");
+    else
+        local.message_image = (is_action_line) && ImageToActionText (label) || ImageToTintedText (label);
+
+    message_label.width = message_image.GetWidth ();
+    message_label.height = message_image.GetHeight ();
+
+    # Center the line horizontally
+    message_label.x = Window.GetX () + Window.GetWidth () / 2 - message_label.width / 2;
+
+    message_label.y = top_of_the_text;
+
+    # Put the 2nd line below the fsck line
+    if (is_action_line) {
+        local.fsck_label.y = message_label.y + (first_line_height + first_line_height / 2);
+        message_label.y = local.fsck_label.y + (first_line_height * 2);
+    }
+
+    # Debug("action label x = " + message_label.x + " y = " + message_label.y );
+
+#    message_debug = "msg_x = " + message_label.x + " msg_y = " + message_label.y +
+#                    "msg_width = " + message_label.width + " msg_height = " +
+#                    message_label.height + " message = " + label;
+#    Debug(message_debug);
+
+    return message_label;
+
+}
+
+# Create an fsck label and/or get its position
+fun get_fsck_label (label, is_fake) {
+    # Debug("Get Label position");
+    local.fsck_label = global.progress_label;
+
+    if (is_fake)
+        fsck_label.image = ImageToTintedText ("This is a fake message");
+    else
+        fsck_label.image = ImageToTintedText (label);
+
+    fsck_label.width = fsck_label.image.GetWidth ();
+    fsck_label.height = fsck_label.image.GetHeight ();
+
+    # Centre the label horizontally
+    fsck_label.x = Window.GetX () + Window.GetWidth () / 2 - fsck_label.width / 2;
+
+    local.first_label = get_message_label (label, 1, 0);
+
+    # Place the label below the 1st message line
+    fsck_label.y = local.first_label.y + local.first_label.height + (local.first_label.height / 2);
+
+#    message_debug = "msg_x = " + fsck_label.x + " msg_y = " + fsck_label.y +
+#                    "msg_width = " + fsck_label.width + " msg_height = " +
+#                    fsck_label.height + " message = " + label;
+#    Debug(message_debug);
+
+    return fsck_label;
+}
+
+#-----------------------------------------Message stuff --------------------------------
+#
+
+# Set up a message label
+#
+# NOTE: this is called when doing something like 'plymouth message "hello world"'
+#
+fun setup_message (message_text, x, y, z, index) {
+    # Debug("Message setup");
+    global.message_notification[index].image = (index) && ImageToActionText (message_text) || ImageToTintedText (message_text);
+
+    # Set up the text message, if any
+    message_notification[index].x = x;
+    message_notification[index].y = y;
+    message_notification[index].z = z;
+
+    message_notification[index].sprite = Sprite ();
+    message_notification[index].sprite.SetImage (message_notification[index].image);
+    message_notification[index].sprite.SetX (message_notification[index].x);
+    message_notification[index].sprite.SetY (message_notification[index].y);
+    message_notification[index].sprite.SetZ (message_notification[index].z);
+
+}
+
+fun show_message (index) {
+    if (global.message_notification[index].sprite) global.message_notification[index].sprite.SetOpacity(1);
+}
+
+fun hide_message (index) {
+    if (global.message_notification[index].sprite) global.message_notification[index].sprite.SetOpacity(0);
+}
+
+
+
+
+# the callback function is called when new message should be displayed.
+# First arg is message to display.
+fun message_callback (message)
+{
+    # Debug("Message callback");
+    is_fake = 0;
+    if (!message || (message == "")) is_fake = 1;
+
+    local.substring = "keys:";
+
+    # Look for the "keys:" prefix
+    local.keys = StringString(message, local.substring);
+
+    local.is_action_line = (keys != NULL);
+    #Debug("keys " + local.keys + " substring length = " + StringLength(local.substring));
+
+    # Get the message without the "keys:" prefix
+    if (keys != NULL)
+        message = StringCopy (message, keys + StringLength(local.substring), NULL);
+
+    local.label.is_fake = is_fake;
+    label = get_message_label(message, is_fake, is_action_line);
+    label.z = 10000;
+
+    setup_message (message, label.x, label.y, label.z, is_action_line);
+    if (prompt_active && local.is_action_line)
+        hide_message (is_action_line);
+    else
+        show_message (is_action_line);
+
+}
+
+
+#-----------------------------------------Display Password stuff -----------------------
+#
+
+fun password_dialogue_setup (message_label) {
+    # Debug("Password dialog setup");
+
+    local.entry;
+    local.bullet_image;
+
+    bullet_image = Image (progress_dot_off_filename);
+    entry.image = Image (password_field_filename);
+
+    # Hide the normal labels
+    prompt_active = 1;
+    if (message_notification[1].sprite) hide_message (1);
+
+    # Set the prompt label
+    label = get_message_label(message_label, 0, 1);
+    label.z = 10000;
+
+    setup_message (message_label, label.x, label.y, label.z, 2);
+    show_message (2);
+
+    # Set up the text entry which contains the bullets
+    entry.sprite = Sprite ();
+    entry.sprite.SetImage (entry.image);
+
+    # Centre the box horizontally
+    entry.x = Window.GetX () + Window.GetWidth () / 2 - entry.image.GetWidth () / 2;
+
+    # Put the entry below the second label.
+    entry.y = message_notification[2].y + label.height;
+
+    #Debug ("entry x = " + entry.x + ", y = " + entry.y);
+    entry.z = 10000;
+    entry.sprite.SetX (entry.x);
+    entry.sprite.SetY (entry.y);
+    entry.sprite.SetZ (entry.z);
+
+    global.password_dialogue = local;
+}
+
+fun password_dialogue_opacity (opacity) {
+    # Debug("Password dialog opacity");
+    global.password_dialogue.opacity = opacity;
+    local = global.password_dialogue;
+
+    # You can make the box translucent with a float
+    # entry.sprite.SetOpacity (0.3);
+    entry.sprite.SetOpacity (opacity);
+    label.sprite.SetOpacity (opacity);
+
+    if (bullets) {
+        for (index = 0; bullets[index]; index++) {
+            bullets[index].sprite.SetOpacity (opacity);
+        }
+    }
+}
+
+
+# The callback function is called when the display should display a password dialogue.
+# First arg is prompt string, the second is the number of bullets.
+fun display_password_callback (prompt, bullets) {
+    # Debug("Password dialog setup");
+
+    global.status = "password";
+    if (!global.password_dialogue) password_dialogue_setup(prompt);
+    password_dialogue_opacity (1);
+    bullet_width = password_dialogue.bullet_image.GetWidth();
+    bullet_y = password_dialogue.entry.y +
+               password_dialogue.entry.image.GetHeight () / 2 -
+               password_dialogue.bullet_image.GetHeight () / 2;
+    margin = bullet_width;
+    spaces = Math.Int( (password_dialogue.entry.image.GetWidth () - (margin * 2)) / (bullet_width / 2 ) );
+    #Debug ("spaces = " + spaces + ", bullets = " + bullets);
+    bullets_area.width = margin + spaces * (bullet_width / 2);
+    bullets_area.x = Window.GetX () + Window.GetWidth () / 2 - bullets_area.width / 2;
+    #DebugBottom ("pwd_entry x = " + password_dialogue.entry.x + ", bullets_area.x = " + bullets_area.x + ", bullets_area.width = " + bullets_area.width);
+    if (bullets > spaces)
+        bullets = spaces;
+    for (index = 0; password_dialogue.bullets[index] || index < bullets; index++){
+        if (!password_dialogue.bullets[index]) {
+            password_dialogue.bullets[index].sprite = Sprite ();
+            password_dialogue.bullets[index].sprite.SetImage (password_dialogue.bullet_image);
+            password_dialogue.bullets[index].x = bullets_area.x + # password_dialogue.entry.x + margin +
+                                                 index * bullet_width / 2;
+            password_dialogue.bullets[index].sprite.SetX (password_dialogue.bullets[index].x);
+            password_dialogue.bullets[index].y = bullet_y;
+            password_dialogue.bullets[index].sprite.SetY (password_dialogue.bullets[index].y);
+            password_dialogue.bullets[index].z = password_dialogue.entry.z + 1;
+            password_dialogue.bullets[index].sprite.SetZ (password_dialogue.bullets[index].z);
+        }
+
+        password_dialogue.bullets[index].sprite.SetOpacity (0);
+
+        if (index < bullets) {
+            password_dialogue.bullets[index].sprite.SetOpacity (1);
+        }
+    }
+}
+
+Plymouth.SetDisplayPasswordFunction (display_password_callback);
+Plymouth.SetMessageFunction (message_callback);
+Plymouth.SetBootProgressFunction (animate_progress_indicator);
+
+# Plymouth.SetBootProgressFunction: the callback function is called with two numbers, the progress (between 0 and 1) and the time spent booting so far
+# Plymouth.SetRootMountedFunction: the callback function is called when a new root is mounted
+# Plymouth.SetKeyboardInputFunction: the callback function is called with a string containing a new character entered on the keyboard
+
+#----------------------------------------- FSCK Counter --------------------------------
+
+# Initialise the counter
+fun init_fsck_count () {
+    # The number of fsck checks in this cycle
+    global.counter.total = 0;
+    # The number of fsck checks already performed + the current one
+    global.counter.current = 1;
+    # The previous fsck
+    global.counter.last = 0;
+}
+
+# Increase the total counter
+fun increase_fsck_count () {
+    global.counter.total++;
+}
+
+fun increase_current_fsck_count () {
+    global.counter.last = global.counter.current++;
+}
+
+# Clear the counter
+fun clear_fsck_count () {
+    global.counter = NULL;
+    init_fsck_count ();
+}
+
+#----------------------------------------- Progress Label ------------------------------
+
+
+# Change the opacity level of a progress label
+#
+# opacity = 1 -> show
+# opacity = 0 -> hide
+# opacity = 0.3 (or any other float) -> translucent
+#
+fun set_progress_label_opacity (opacity) {
+    # the label
+    progress_label.sprite.SetOpacity (opacity);
+
+    # Make the slot available again when hiding the bar
+    # So that another bar can take its place
+    if (opacity == 0) {
+        progress_label.is_available = 1;
+        progress_label.device = "";
+    }
+}
+
+# Set up a new Progress Bar
+#
+# TODO: Make it possible to reuse (rather than recreate) a bar
+#       if .is_available = 1. Ideally this would just reset the
+#       label, the associated
+#       device and the image size of the sprite.
+
+fun init_progress_label (device, status_string) {
+    # Make the slot unavailable
+    global.progress_label.is_available = 0;
+    progress_label.progress = 0;
+    progress_label.device = device;
+    progress_label.status_string = status_string;
+}
+
+# See if the progress label is keeping track of the fsck
+# of "device"
+#
+fun device_has_progress_label (device) {
+    #DebugBottom ("label device = " + progress_label.device + " checking device " + device);
+    return (progress_label.device == device);
+}
+
+# Update the Progress bar which corresponds to index
+#
+fun update_progress_label (progress) {
+    # If progress is NULL then we just refresh the label.
+    # This happens when only counter.total has changed.
+    if (progress != NULL) {
+        progress_label.progress = progress;
+
+        #Debug("device " + progress_label.device + " progress " + progress);
+
+        # If progress >= 100% hide the label and make it available again
+        if (progress >= 100) {
+            set_progress_label_opacity (0);
+
+            # See if we any other fsck check is complete
+            # and, if so, hide the progress bars and the labels
+            on_fsck_completed ();
+
+            return 0;
+        }
+    }
+    # Update progress label here
+    #
+    # FIXME: the queue logic from this theme should really be moved into mountall
+    # instead of using string replacement to deal with localised strings.
+    label = StringReplace (progress_label.status_string[0], "%1$d", global.counter.current);
+    label = StringReplace (label, "%2$d",  global.counter.total);
+    label = StringReplace (label, "%3$d",  progress_label.progress);
+    label = StringReplace (label, "%%",  "%");
+
+    progress_label = get_fsck_label (label, 0);
+    #progress_label.progress = progress;
+
+    progress_label.sprite = Sprite (progress_label.image);
+
+    # Set up the bar
+    progress_label.sprite.SetPosition(progress_label.x, progress_label.y, 1);
+
+    set_progress_label_opacity (1);
+
+}
+
+# Refresh the label so as to update counters
+fun refresh_progress_label () {
+    update_progress_label (NULL);
+}
+
+#----------------------------------------- FSCK Queue ----------------------------------
+
+# Initialise the fsck queue
+fun init_queue () {
+    global.fsck_queue[0].device;
+    global.fsck_queue[0].progress;
+    global.fsck_queue.counter = 0;
+    global.fsck_queue.biggest_item = 0;
+}
+
+fun clear_queue () {
+    global.fsck_queue = NULL;
+    init_queue ();
+}
+
+# Return either the device index in the queue or -1
+fun queue_look_up_by_device (device) {
+    for (i=0; i <= fsck_queue.biggest_item; i++) {
+        if ((fsck_queue[i]) && (fsck_queue[i].device == device))
+            return i;
+    }
+    return -1;
+}
+
+# Keep track of an fsck process in the queue
+fun add_fsck_to_queue (device, progress) {
+    # Look for an empty slot in the queue
+    for (i=0; global.fsck_queue[i].device; i++) {
+        continue;
+    }
+    local.index = i;
+
+    # Set device and progress
+    global.fsck_queue[local.index].device = device;
+    global.fsck_queue[local.index].progress = progress;
+
+    # Increase the queue counter
+    global.fsck_queue.counter++;
+
+    # Update the max index of the array for iterations
+    if (local.index > global.fsck_queue.biggest_item)
+        global.fsck_queue.biggest_item = local.index;
+
+    #DebugMedium ("Adding " + device + " at " + local.index);
+}
+
+fun is_queue_empty () {
+    return (fsck_queue.counter == 0);
+}
+
+fun is_progress_label_available () {
+    return (progress_label.is_available == 1);
+}
+
+
+# This should cover the case in which the fsck checks in
+# the queue are completed before the ones showed in the
+# progress label
+fun on_queued_fsck_completed () {
+    if (!is_queue_empty ())
+        return;
+
+    # Hide the extra label, if any
+    #if (progress_bar.extra_label.sprite)
+    #    progress_bar.extra_label.sprite.SetOpacity(0);
+}
+
+fun remove_fsck_from_queue (index) {
+    # Free memory which was previously allocated for
+    # device and progress
+    global.fsck_queue[index].device = NULL;
+    global.fsck_queue[index].progress = NULL;
+
+    # Decrease the queue counter
+    global.fsck_queue.counter--;
+
+    # See if there are other processes in the queue
+    # if not, clear the extra_label
+    on_queued_fsck_completed ();
+}
+
+fun on_fsck_completed () {
+    # We have moved on to tracking the next fsck
+    increase_current_fsck_count ();
+
+    if (!is_progress_label_available ())
+        return;
+
+    if (!is_queue_empty ())
+        return;
+
+    # Hide the progress label
+    if (progress_label.sprite)
+        progress_label.sprite.SetOpacity (0);
+
+    # Clear the queue
+    clear_queue ();
+
+    # Clear the fsck counter
+    clear_fsck_count ();
+}
+
+# Update an fsck process that we keep track of in the queue
+fun update_progress_in_queue (index, device, progress) {
+    # If the fsck is complete, remove it from the queue
+    if (progress >= 100) {
+        remove_fsck_from_queue (index);
+        on_queued_fsck_completed ();
+        return;
+    }
+
+    global.fsck_queue[index].device = device;
+    global.fsck_queue[index].progress = progress;
+}
+
+# TODO: Move it to some function
+# Create an empty queue
+#init_queue ();
+
+
+#----------------------------------------- FSCK Functions ------------------------------
+
+
+# Either add a new bar for fsck checks or update an existing bar
+#
+# NOTE: no more than "progress_bar.max_number" bars are allowed
+#
+fun fsck_check (device, progress, status_string) {
+
+    # The 1st time this will take place
+    if (!global.progress_label) {
+        # Increase the fsck counter
+        increase_fsck_count ();
+
+        # Set up a new label for the check
+        init_progress_label (device, status_string);
+        update_progress_label (progress);
+
+        return;
+    }
+
+    if (device_has_progress_label (device)) {
+        # Update the progress of the existing label
+        update_progress_label (progress);
+    }
+    else {
+        # See if there's already a slot in the queue for the device
+        local.queue_device_index = queue_look_up_by_device(device);
+
+        # See if the progress_label is available
+        if (progress_label.is_available) {
+
+#            local.my_string = "available index " + local.available_index + " progress_bar counter is " + progress_bar.counter;
+#            Debug(local.my_string)
+
+
+            # If the fsck check for the device was in the queue, then
+            # remove it from the queue
+            if (local.queue_device_index >= 0) {
+                remove_fsck_from_queue (index);
+            }
+            else {
+                # Increase the fsck counter
+                increase_fsck_count ();
+            }
+
+#            local.my_string += local.message;
+            #Debug("setting new label for device " + device + " progress " + progress);
+
+            # Set up a new label for the check
+            init_progress_label (device, status_string);
+            update_progress_label (progress);
+
+        }
+        # If the progress_label is not available
+        else {
+
+            # If the fsck check for the device is already in the queue
+            # just update its progress in the queue
+            if (local.queue_device_index >= 0) {
+                #DebugMedium("Updating queue at " + local.queue_device_index + " for device " + device);
+                update_progress_in_queue (local.queue_device_index, device, progress);
+            }
+            # Otherwise add the check to the queue
+            else {
+                #DebugMedium("Adding device " + device + " to queue at " + local.queue_device_index);
+                add_fsck_to_queue (device, progress);
+
+                # Increase the fsck counter
+                increase_fsck_count ();
+
+                refresh_progress_label ();
+            }
+
+        }
+    }
+
+#    if (!is_queue_empty ()) {
+#        DebugBottom("Extra label for "+ device);
+    #}
+#    else {
+#        DebugBottom("No extra label for " + device + ". 1st Device in the queue "+ fsck_queue[0].device + " counter = " + global.fsck_queue.counter);
+#    }
+}
+
+
+#-----------------------------------------Update Status stuff --------------------------
+#
+# The update_status_callback is what we can use to pass plymouth whatever we want so
+# as to make use of features which are available only in this program (as opposed to
+# being available for any theme for the script plugin).
+#
+# Example:
+#
+#   Thanks to the current implementation, some scripts can call "plymouth --update=fsck:sda1:40"
+#   and this program will know that 1) we're performing and fsck check, 2) we're checking sda1,
+#   3) the program should set the label progress to 40%
+#
+# Other features can be easily added by parsing the string that we pass plymouth with "--update"
+#
+fun update_status_callback (status) {
+#    Debug(status);
+    if (!status) return;
+
+    string_it = 0;
+    update_strings[string_it] = "";
+
+    for (i=0; (String(status).CharAt(i) != ""); i++) {
+        local.temp_char = String(status).CharAt(i);
+        if (temp_char != ":")
+            update_strings[string_it] += temp_char;
+        else
+            update_strings[++string_it] = "";
+    }
+
+#    my_string = update_strings[0] + " " + update_strings[1] + " " + update_strings[2];
+#    Debug(my_string);
+    # Let's assume that we're dealing with these strings fsck:sda1:40
+    if ((string_it >= 2) && (update_strings[0] == "fsck")) {
+
+        device = update_strings[1];
+        progress = update_strings[2];
+        status_string[0] = update_strings[3]; # "Checking disk %1$d of %2$d (%3$d %% complete)"
+        if (!status_string[0])
+            status_string[0] = "Checking disk %1$d of %2$d (%3$d %% complete)";
+
+        if ((device != "") && (progress != "")) {
+            progress = StringToInteger (progress);
+
+            # Make sure that the fsck_queue is initialised
+            if (!global.fsck_queue)
+                init_queue ();
+
+            # Make sure that the fsck counter is initialised
+            if (!global.counter)
+                init_fsck_count ();
+
+#            if (!global.progress_bar.extra_label.sprite)
+#                create_extra_fsck_label ();
+
+            # Keep track of the fsck check
+            fsck_check (device, progress, status_string);
+        }
+
+    }
+
+}
+Plymouth.SetUpdateStatusFunction (update_status_callback);
+
+#-----------------------------------------Display Question stuff -----------------------
+#
+# TODO: Implement this if needed
+#
+# The callback function is called when the display should display a question dialogue.
+# First arg is prompt string, the second is the entry contents.
+#fun display_question_callback (prompt_string, entry_contents)
+#{
+# time++;
+#}
+#
+#Plymouth.SetDisplayQuestionFunction (display_question_callback);
+
+#-----------------------------------------Refresh stuff --------------------------------
+#
+# Calling Plymouth.SetRefreshFunction with a function will set that function to be
+# called up to 50 times every second, e.g.
+#
+# NOTE: if a refresh function is not set, Plymouth doesn't seem to be able to update
+#       the screen correctly
+#
+fun refresh_callback ()
+{
+    draw_logo ();
+}
+Plymouth.SetRefreshFunction (refresh_callback);
+
+
+#-----------------------------------------Display Normal stuff -----------------------
+#
+# The callback function is called when the display should return to normal
+fun display_normal_callback ()
+{
+    global.status = "normal";
+    if (global.password_dialogue) {
+        password_dialogue_opacity (0);
+        global.password_dialogue = NULL;
+        if (message_notification[2].sprite) hide_message(2);
+        prompt_active = 0;
+    }
+
+    if (message_notification[1].sprite) show_message (1);
+}
+
+Plymouth.SetDisplayNormalFunction (display_normal_callback);
+
+
+#----------------------------------------- Quit --------------------------------
+
+# TODO: Maybe we should also hide any other dialog
+# Show the logo and make the progress indicator look full when on exit
+fun quit_callback ()
+{
+    logo.sprite.SetOpacity (1);
+    switch_on_bullets ();
+}
+
+Plymouth.SetQuitFunction(quit_callback);
diff --git a/plymouth-theme-le/pacote/lib/plymouth/themes/le/logo.png b/plymouth-theme-le/pacote/lib/plymouth/themes/le/logo.png
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diff --git a/plymouth-theme-le/pacote/lib/plymouth/themes/le/password_field.png b/plymouth-theme-le/pacote/lib/plymouth/themes/le/password_field.png
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index 0000000000000000000000000000000000000000..d40aaf24febc7c1f8d490783f82ba92d5b7c98e8
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diff --git a/plymouth-theme-le/pacote/lib/plymouth/themes/le/password_field16.png b/plymouth-theme-le/pacote/lib/plymouth/themes/le/password_field16.png
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index 0000000000000000000000000000000000000000..52f0ec6b6c7662ec92bcd6ad4c553d937abb3068
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diff --git a/plymouth-theme-le/pacote/lib/plymouth/themes/le/progress_dot_off.png b/plymouth-theme-le/pacote/lib/plymouth/themes/le/progress_dot_off.png
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diff --git a/plymouth-theme-le/pacote/usr/local/share/doc/plymouth-theme-le/AUTHORS b/plymouth-theme-le/pacote/usr/local/share/doc/plymouth-theme-le/AUTHORS
new file mode 100644
index 0000000000000000000000000000000000000000..f14f4b43ce955d026ed6e93e2c082597641c9a86
--- /dev/null
+++ b/plymouth-theme-le/pacote/usr/local/share/doc/plymouth-theme-le/AUTHORS
@@ -0,0 +1,27 @@
+C3SL - Centro de Computacao Cientifica e Software Livre
+
+Adriano da Luz
+Bruno Cesar Ribas
+Carlos Carvalho
+Cleide Luzia Bonfim Possamai
+Danilo Kiyoshi Simizu Yorinori
+Diego Giovane Pasqualin
+Eduardo Todt
+Erik Alexandre Pucci
+Felipe Cys Laskoski
+Guilherme Zasyeki Machado
+Josiney de Souza
+Juliana Bueno
+Klismann Smoger Mottin
+Laura Sanchez Garcia
+Luis Carlos Erpen de Bona
+Marcela Saragioto
+Marcos Castilho
+Pedro Eugenio Rocha
+Renan Franca De Miranda
+Ricardo Tavares De Oliveira
+Rubens Massayuki Suguimoto
+Thiago Henrique Dos Santos Picharski
+Tiago Rodrigo Kepe
+Victor Tarabola Cortiano
+Vinicius Kwiecien Ruoso
diff --git a/plymouth-theme-le/pacote/usr/local/share/doc/plymouth-theme-le/COPYING b/plymouth-theme-le/pacote/usr/local/share/doc/plymouth-theme-le/COPYING
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index 0000000000000000000000000000000000000000..94a9ed024d3859793618152ea559a168bbcbb5e2
--- /dev/null
+++ b/plymouth-theme-le/pacote/usr/local/share/doc/plymouth-theme-le/COPYING
@@ -0,0 +1,674 @@
+                    GNU GENERAL PUBLIC LICENSE
+                       Version 3, 29 June 2007
+
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+parties who would receive the covered work from you, a discriminatory
+patent license (a) in connection with copies of the covered work
+conveyed by you (or copies made from those copies), or (b) primarily
+for and in connection with specific products or compilations that
+contain the covered work, unless you entered into that arrangement,
+or that patent license was granted, prior to 28 March 2007.
+
+  Nothing in this License shall be construed as excluding or limiting
+any implied license or other defenses to infringement that may
+otherwise be available to you under applicable patent law.
+
+  12. No Surrender of Others' Freedom.
+
+  If conditions are imposed on you (whether by court order, agreement or
+otherwise) that contradict the conditions of this License, they do not
+excuse you from the conditions of this License.  If you cannot convey a
+covered work so as to satisfy simultaneously your obligations under this
+License and any other pertinent obligations, then as a consequence you may
+not convey it at all.  For example, if you agree to terms that obligate you
+to collect a royalty for further conveying from those to whom you convey
+the Program, the only way you could satisfy both those terms and this
+License would be to refrain entirely from conveying the Program.
+
+  13. Use with the GNU Affero General Public License.
+
+  Notwithstanding any other provision of this License, you have
+permission to link or combine any covered work with a work licensed
+under version 3 of the GNU Affero General Public License into a single
+combined work, and to convey the resulting work.  The terms of this
+License will continue to apply to the part which is the covered work,
+but the special requirements of the GNU Affero General Public License,
+section 13, concerning interaction through a network will apply to the
+combination as such.
+
+  14. Revised Versions of this License.
+
+  The Free Software Foundation may publish revised and/or new versions of
+the GNU General Public License from time to time.  Such new versions will
+be similar in spirit to the present version, but may differ in detail to
+address new problems or concerns.
+
+  Each version is given a distinguishing version number.  If the
+Program specifies that a certain numbered version of the GNU General
+Public License "or any later version" applies to it, you have the
+option of following the terms and conditions either of that numbered
+version or of any later version published by the Free Software
+Foundation.  If the Program does not specify a version number of the
+GNU General Public License, you may choose any version ever published
+by the Free Software Foundation.
+
+  If the Program specifies that a proxy can decide which future
+versions of the GNU General Public License can be used, that proxy's
+public statement of acceptance of a version permanently authorizes you
+to choose that version for the Program.
+
+  Later license versions may give you additional or different
+permissions.  However, no additional obligations are imposed on any
+author or copyright holder as a result of your choosing to follow a
+later version.
+
+  15. Disclaimer of Warranty.
+
+  THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
+APPLICABLE LAW.  EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
+HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
+OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
+THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
+PURPOSE.  THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
+IS WITH YOU.  SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
+ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
+
+  16. Limitation of Liability.
+
+  IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
+WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
+THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
+GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
+USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
+DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
+PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
+EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
+SUCH DAMAGES.
+
+  17. Interpretation of Sections 15 and 16.
+
+  If the disclaimer of warranty and limitation of liability provided
+above cannot be given local legal effect according to their terms,
+reviewing courts shall apply local law that most closely approximates
+an absolute waiver of all civil liability in connection with the
+Program, unless a warranty or assumption of liability accompanies a
+copy of the Program in return for a fee.
+
+                     END OF TERMS AND CONDITIONS
+
+            How to Apply These Terms to Your New Programs
+
+  If you develop a new program, and you want it to be of the greatest
+possible use to the public, the best way to achieve this is to make it
+free software which everyone can redistribute and change under these terms.
+
+  To do so, attach the following notices to the program.  It is safest
+to attach them to the start of each source file to most effectively
+state the exclusion of warranty; and each file should have at least
+the "copyright" line and a pointer to where the full notice is found.
+
+    <one line to give the program's name and a brief idea of what it does.>
+    Copyright (C) <year>  <name of author>
+
+    This program is free software: you can redistribute it and/or modify
+    it under the terms of the GNU General Public License as published by
+    the Free Software Foundation, either version 3 of the License, or
+    (at your option) any later version.
+
+    This program is distributed in the hope that it will be useful,
+    but WITHOUT ANY WARRANTY; without even the implied warranty of
+    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+    GNU General Public License for more details.
+
+    You should have received a copy of the GNU General Public License
+    along with this program.  If not, see <http://www.gnu.org/licenses/>.
+
+Also add information on how to contact you by electronic and paper mail.
+
+  If the program does terminal interaction, make it output a short
+notice like this when it starts in an interactive mode:
+
+    <program>  Copyright (C) <year>  <name of author>
+    This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
+    This is free software, and you are welcome to redistribute it
+    under certain conditions; type `show c' for details.
+
+The hypothetical commands `show w' and `show c' should show the appropriate
+parts of the General Public License.  Of course, your program's commands
+might be different; for a GUI interface, you would use an "about box".
+
+  You should also get your employer (if you work as a programmer) or school,
+if any, to sign a "copyright disclaimer" for the program, if necessary.
+For more information on this, and how to apply and follow the GNU GPL, see
+<http://www.gnu.org/licenses/>.
+
+  The GNU General Public License does not permit incorporating your program
+into proprietary programs.  If your program is a subroutine library, you
+may consider it more useful to permit linking proprietary applications with
+the library.  If this is what you want to do, use the GNU Lesser General
+Public License instead of this License.  But first, please read
+<http://www.gnu.org/philosophy/why-not-lgpl.html>.