mirror of
https://github.com/fortressforever/enthusiastic-hat-club.git
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hello world
This commit is contained in:
commit
60e1326cc6
14 changed files with 212 additions and 0 deletions
27
.gitattributes
vendored
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27
.gitattributes
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*.tif filter=lfs diff=lfs merge=lfs -text
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*.cubemap filter=lfs diff=lfs merge=lfs -text
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*.tga filter=lfs diff=lfs merge=lfs -text
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*.png filter=lfs diff=lfs merge=lfs -text
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*.raw filter=lfs diff=lfs merge=lfs -text
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*.wav filter=lfs diff=lfs merge=lfs -text
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*.psd filter=lfs diff=lfs merge=lfs -text
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*.mov filter=lfs diff=lfs merge=lfs -text
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*.mb filter=lfs diff=lfs merge=lfs -text
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*.duf filter=lfs diff=lfs merge=lfs -text
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*.jpg filter=lfs diff=lfs merge=lfs -text
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*.hdr filter=lfs diff=lfs merge=lfs -text
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*.bin.fbx filter=lfs diff=lfs merge=lfs -text
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*.uasset filter=lfs diff=lfs merge=lfs -text
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*.umap filter=lfs diff=lfs merge=lfs -text
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*.upk filter=lfs diff=lfs merge=lfs -text
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*.udk filter=lfs diff=lfs merge=lfs -text
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# Make sure Windows batch files preserve CR/LF line endings, otherwise they may not be able to execute. Windows
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# batch files require a CR/LF for labels to work properly, otherwise they may fail when labels straddle 512-byte
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# block boundaries. This is important when files are downloaded through a zip archive that was authored on a
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# Linux machine (the default behavior on GitHub)
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*.bat eol=crlf
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45
.gitignore
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45
.gitignore
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#ue4 generated binaries and crap
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/Build
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/Binaries
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/DerivedDataCache
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/Intermediate
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/Saved
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enc_temp_folder/
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*.db
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*.opendb
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# Ignore project files in the root
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/*.sln
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/*.xcodeproj
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/*/*.sln
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/*/*.xcodeproj
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# Ignore local user Visual Studio files in any folder
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*.suo
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*.opensdf
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*.sdf
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# Standard binary files
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*.lib
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*.idb
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*.a
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*.dll
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*.exe
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*.png
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*.bz2
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*.psd
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*.gif
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*.zip
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*.tga
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*.dylib
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*.gz
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*.so
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*.jar
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*.mp4
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*.pak
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*.bmp
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*.obj
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*.pdb
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**/*.framework/**
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0
Config/DefaultEditor.ini
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0
Config/DefaultEditor.ini
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9
Config/DefaultEngine.ini
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Config/DefaultEngine.ini
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[URL]
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[/Script/HardwareTargeting.HardwareTargetingSettings]
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TargetedHardwareClass=Desktop
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AppliedTargetedHardwareClass=Desktop
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DefaultGraphicsPerformance=Maximum
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AppliedDefaultGraphicsPerformance=Maximum
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2
Config/DefaultGame.ini
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2
Config/DefaultGame.ini
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[/Script/EngineSettings.GeneralProjectSettings]
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ProjectID=74F3BE204DEAF9802BD6C8BB52249C58
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13
FF.uproject
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FF.uproject
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{
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"FileVersion": 3,
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"EngineAssociation": "4.15",
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"Category": "",
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"Description": "",
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"Modules": [
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{
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"Name": "FF",
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"Type": "Runtime",
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"LoadingPhase": "Default"
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}
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]
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}
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7
README.md
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7
README.md
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### nothing to see here
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Make sure to install [git LFS](https://git-lfs.github.com/) before working with assets.
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The tracking file (.gitattributes) is already setup
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25
Source/FF.Target.cs
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25
Source/FF.Target.cs
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// Fill out your copyright notice in the Description page of Project Settings.
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using UnrealBuildTool;
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using System.Collections.Generic;
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public class FFTarget : TargetRules
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{
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public FFTarget(TargetInfo Target)
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{
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Type = TargetType.Game;
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}
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//
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// TargetRules interface.
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//
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public override void SetupBinaries(
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TargetInfo Target,
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ref List<UEBuildBinaryConfiguration> OutBuildBinaryConfigurations,
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ref List<string> OutExtraModuleNames
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)
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{
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OutExtraModuleNames.AddRange( new string[] { "FF" } );
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}
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}
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21
Source/FF/FF.Build.cs
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21
Source/FF/FF.Build.cs
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// Fill out your copyright notice in the Description page of Project Settings.
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using UnrealBuildTool;
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public class FF : ModuleRules
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{
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public FF(TargetInfo Target)
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{
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PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore" });
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PrivateDependencyModuleNames.AddRange(new string[] { });
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// Uncomment if you are using Slate UI
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// PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" });
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// Uncomment if you are using online features
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// PrivateDependencyModuleNames.Add("OnlineSubsystem");
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// To include OnlineSubsystemSteam, add it to the plugins section in your uproject file with the Enabled attribute set to true
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}
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}
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5
Source/FF/FF.cpp
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5
Source/FF/FF.cpp
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "FF.h"
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IMPLEMENT_PRIMARY_GAME_MODULE( FDefaultGameModuleImpl, FF, "FF" );
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6
Source/FF/FF.h
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6
Source/FF/FF.h
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "Engine.h"
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8
Source/FF/FFGameModeBase.cpp
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8
Source/FF/FFGameModeBase.cpp
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "FF.h"
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#include "FFGameModeBase.h"
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19
Source/FF/FFGameModeBase.h
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19
Source/FF/FFGameModeBase.h
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "GameFramework/GameModeBase.h"
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#include "FFGameModeBase.generated.h"
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/**
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*
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*/
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UCLASS()
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class FF_API AFFGameModeBase : public AGameModeBase
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{
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GENERATED_BODY()
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};
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25
Source/FFEditor.Target.cs
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25
Source/FFEditor.Target.cs
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// Fill out your copyright notice in the Description page of Project Settings.
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using UnrealBuildTool;
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using System.Collections.Generic;
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public class FFEditorTarget : TargetRules
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{
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public FFEditorTarget(TargetInfo Target)
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{
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Type = TargetType.Editor;
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}
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//
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// TargetRules interface.
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//
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public override void SetupBinaries(
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TargetInfo Target,
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ref List<UEBuildBinaryConfiguration> OutBuildBinaryConfigurations,
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ref List<string> OutExtraModuleNames
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)
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{
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OutExtraModuleNames.AddRange( new string[] { "FF" } );
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}
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}
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