451 lines
10 KiB
C++
451 lines
10 KiB
C++
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/*
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* $Header: /H3/game/hcode/barrel.hc 76 8/19/97 12:09p Mgummelt $
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*/
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/*
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==============================================================================
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BARRELS
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==============================================================================
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*/
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$cd \art\models\objects\barrel\final
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$base base 128 128
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$skin skin
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$frame resting
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//void MakeExplosion(string explodemodel);
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void()barrel_check_float;
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/*void obj_barrel_gravity()
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{
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local vector slope;
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if(self.ltime <= time)
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{
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slope = getslope(self);
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if(slope != self.dest)
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{
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self.speed = trace_plane_normal_z * 20;
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self.ideal_yaw =
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self.dest = trace_plane_normal;
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}
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self.ltime = time + 0.4;
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}
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thinktime self : 0.05;
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}
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*/
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void float(void)
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{
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float x_mod, y_mod, z_mod;
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vector org;
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org=self.origin;
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if(pointcontents(org)==CONTENT_WATER||pointcontents(org)==CONTENT_SLIME||pointcontents(org)==CONTENT_LAVA)
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{
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if(self.velocity_x)
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self.velocity_x/=1.1;
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if(self.velocity_y)
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self.velocity_y/=1.1;
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org_z+= self.maxs_z*0.77;//float only 23% above waterlevel
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if(pointcontents(org)==CONTENT_WATER||pointcontents(org)==CONTENT_SLIME||pointcontents(org)==CONTENT_LAVA)
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{
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// self.flags(+)FL_SWIM;
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self.flags(-)FL_ONGROUND;
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if(self.velocity_z<77)
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self.velocity_z=80;
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else
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self.velocity_z+=random(0,0.01);
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}
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else
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{
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self.velocity_z-=random(0,0.01);
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}
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if(random()<0.3)
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{
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y_mod=random(-0.15,0.15);
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if(random()<0.5)
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self.angles_y+=y_mod;
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else
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self.angles_y+=y_mod;
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}
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if(random()<0.3)
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{
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x_mod=random(-0.15,0.15);
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if(fabs(self.angles_x+x_mod)>10)
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self.angles_x-=x_mod;
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else
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self.angles_x+=x_mod;
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}
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if(random()<0.3)
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{
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z_mod=random(-0.15,0.15);
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if(fabs(self.angles_z+z_mod)>10)
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self.angles_z-=z_mod;
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else
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self.angles_z+=z_mod;
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}
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thinktime self : 0.1;
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}
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else
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{
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self.angles_z=self.angles_z=0;
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self.classname="barrel";
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self.think=barrel_check_float;
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thinktime self : 0.5;
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}
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}
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void barrel_check_float (void)
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{
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vector org;
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org=self.origin;
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if(pointcontents(org)==CONTENT_WATER||pointcontents(org)==CONTENT_SLIME||pointcontents(org)==CONTENT_LAVA&&(!self.spawnflags&BARREL_SINK))
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{
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self.classname=="barrel_floating";
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self.think=float;
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thinktime self : 0;
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}
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else
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{
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self.classname="barrel";
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self.think=barrel_check_float;
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thinktime self : 0.5;
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}
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}
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/*
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* obj_barrel_explode() -- Blows the barrel up.
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*/
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void obj_barrel_explode()
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{
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entity attacker;
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self.th_die=SUB_Null;
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self.takedamage = DAMAGE_NO;
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if(self.enemy.flags2&FL_ALIVE)//give credit to person who blew it up
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attacker=self.enemy;
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else
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attacker=self;
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T_RadiusDamage(self, attacker, 100, self);
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sound(self, CHAN_VOICE, "weapons/explode.wav", 1, ATTN_NORM);
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particleexplosion(self.origin + '0 0 83',384,60,40);
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starteffect(CE_LG_EXPLOSION , (self.absmin+self.absmax)*0.5);
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chunk_death();
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}
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void()monster_rat;
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void rat_spawn(float offset)
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{
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newmis=spawn();
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newmis.angles_y=self.angles_y+offset*60;
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newmis.flags2(+)FL_SUMMONED;
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if(self.target)
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newmis.target=self.target;
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makevectors(newmis.angles);
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setorigin(newmis,self.origin+v_forward*16);
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newmis.think=monster_rat;
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thinktime newmis : 0;
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}
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void barrel_die ()
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{
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self.solid=SOLID_NOT;
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if(random()<0.3||self.target!=""||self.classname=="monster_ratnest")
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{
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float r;
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r=rint(random(3,6));
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while(r>0)
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{
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rat_spawn(r);
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r-=1;
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}
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}
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if(self.classname!="monster_ratnest")
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chunk_death();
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else
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remove(self);
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}
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/*
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* obj_barrel_slide() -- Slides a barrel in the direction given in self.movedir.
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*/
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/*
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void obj_barrel_slide()
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{
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local entity victim;
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local float direction;
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//old if function, direction was null
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// if(walkmove(direction, self.count) == FALSE)
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if(!walkmove(self.cnt, self.count, FALSE))
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{
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//Is this supposed to push something else it hits?
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victim = findradius(self.origin, self.count + 38);
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while(victim)
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{
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if(victim.movetype != MOVETYPE_NONE && victim != self)
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{
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direction = vectoyaw(victim.origin - self.origin);
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if(self.cnt <= 60 && direction >= 300)
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direction -= 360;
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if(direction > self.cnt - 60 &&
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direction < self.cnt + 60)
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victim.velocity += (victim.origin - self.origin) * self.count;
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}
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victim = victim.chain;
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}
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}
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// if(!self.spawnflags & BARREL_DOWNHILL)
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// self.count -= 0.7;
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// if(self.count < 0.5)
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// self.think = obj_barrel_gravity;
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//What is this supposed to do?
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// obj_barrel_gravity();
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// reduce self.count to simulate friction, right?
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self.count = self.count - 1;
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if(self.count<=0)
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{
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self.think=SUB_Null;
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self.nextthink = -1;
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}
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else
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thinktime self : 0.05;
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}
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*/
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void obj_barrel_roll (void)
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{
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self.v_angle_y=self.angles_y;
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self.v_angle_x=self.v_angle_z=0;
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makevectors(self.v_angle);
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self.velocity-=self.movedir*self.speed;
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self.movedir=normalize(v_forward);
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self.speed/=1.01;
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self.anglespeed=self.speed/7.7;
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if(self.speed<1&&self.speed>-1)
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{
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self.velocity = '0 0 0';
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self.think = SUB_Null;
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self.nextthink = -1;
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}
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else
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{
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vector dircheck;
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// float hitcheck;
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//Rolling sound
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if(self.flags&FL_ONGROUND)
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{
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self.flags(-)FL_ONGROUND;
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self.last_onground=time;
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self.level=TRUE;
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}
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else if(self.level)
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{
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self.level=FALSE;
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self.last_onground = time - 1;
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self.speed/=2;//slow down if go off cliff, looks weird otherwise
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}
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self.velocity+=self.movedir*self.speed;
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self.angles_x-=self.anglespeed;
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self.think=obj_barrel_roll;
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thinktime self : 0.05;
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dircheck=normalize(self.velocity);
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makevectors(self.angles);
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traceline(self.origin,self.origin+dircheck*39,FALSE,self);
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if(trace_fraction==1)
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{
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traceline(self.origin+v_right*16,self.origin+v_right*16+dircheck*39,FALSE,self);
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if(trace_fraction==1)
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traceline(self.origin-v_right*16,self.origin-v_right*16+dircheck*39,FALSE,self);
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}
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if(trace_fraction<1)
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{
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sound(self,CHAN_AUTO,"fx/thngland.wav",1,ATTN_NORM); // landing thud
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self.speed*=-0.25;
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self.last_onground=time - 1;
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obj_fly_hurt(trace_ent);
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self.velocity=dircheck*self.speed;
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}
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}
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}
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/*
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* obj_barrel_shoot() -- Called when a barrel is shot.
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*/
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void obj_barrel_shoot()
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{
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sound(self,CHAN_AUTO,"fx/thngland.wav",1,ATTN_NORM); // landing thud
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// if(self.aflag)
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// return;
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/*
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self.movedir = normalize(self.origin - self.enemy.origin);
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self.velocity=self.velocity + self.movedir*self.count;
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self.avelocity_y=random(100,300);
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self.velocity_z=self.velocity_z + 50;
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if(self.velocity_z>150)
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self.velocity_z=150;
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self.flags(-)FL_ONGROUND;
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*/
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}
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/*
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* obj_barrel_use() -- Called when a barrel is triggered.
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*/
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void obj_barrel_use()
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{
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// if(other.movetype == MOVETYPE_STEP)
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// obj_pull();
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// else
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obj_barrel_explode();
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}
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void spawn_barrel(float barrel_type)
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{
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precache_model("models/barrel.mdl");
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if(barrel_type==BARREL_NORMAL)
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precache_model("models/rat.mdl");
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CreateEntityNew(self,ENT_BARREL,"models/barrel.mdl",chunk_death);
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if(self.spawnflags&ON_SIDE)
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{
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self.aflag=1;
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self.frame=1;
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self.v_angle=self.angles;
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setsize(self, '-18 -13 -13','18 13 13');
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self.hull=HULL_CROUCH;
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}
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else
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setsize(self, '-13 -13 0','13 13 36');
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if (self.scale)
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self.mass *=self.scale;
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self.classname = "barrel";
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self.flags(+)FL_PUSH;
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self.touch = obj_push;
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self.th_pain = obj_barrel_shoot;
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if (barrel_type==BARREL_NORMAL)
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{
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self.th_die = barrel_die;
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self.skin=0;
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}
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else if (barrel_type==BARREL_INDESTRUCTIBLE)
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{
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self.health = 999999;
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self.th_die = SUB_Null;
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self.skin=1;
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}
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else if (barrel_type==BARREL_EXPLODING)
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{
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self.th_die = obj_barrel_explode;
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self.skin=2;
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}
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if(!self.spawnflags&BARREL_SINK)
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{
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self.think=barrel_check_float;
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thinktime self : 0;
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}
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if(pointcontents(self.origin)!=CONTENT_EMPTY&&(!self.spawnflags&BARREL_SINK))
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{
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self.classname="barrel_floating";
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self.think=float;
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thinktime self : 0;
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}
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else if(!self.flags2&FL_SUMMONED&&!self.spawnflags&BARREL_NO_DROP)
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droptofloor();
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if(self.targetname)
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self.use=self.th_die;
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}
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/*QUAKED obj_barrel (0.3 0.1 0.6) (-13 -13 0) (13 13 36) DOWNHILL NO_DROP ON_SIDE SINK
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A barrel, just a plain old barrel
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-------------------------FIELDS-------------------------
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.health - How hard it is to smash
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Default: 25
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DOWNHILL - This barrel will slide downhill with gravity.
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NO_DROP - Will not drop to floor before spawning
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ON_SIDE - Will make the barrel appear to be on it's side, the top will point right (90 degrees)
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Note- barrels on their side must be placed at least 13 units above the floor.
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SINK - Floats in water
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--------------------------------------------------------
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*/
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void obj_barrel(void)
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{
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precache_sound("misc/squeak.wav");
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spawn_barrel(BARREL_NORMAL);
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self.mass = 75;
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}
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/*QUAKED obj_barrel_indestructible (0.3 0.1 0.6) (-13 -13 0) (13 13 36) DOWNHILL NO_DROP ON_SIDE SINK
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A barrel you just can't break
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-------------------------FIELDS-------------------------
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DOWNHILL - This barrel will slide downhill with gravity.
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NO_DROP - Will not drop to floor before spawning
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ON_SIDE - Will make the barrel appear to be on it's side, the top will point right (90 degrees)
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Note- barrels on their side must be placed at least 13 units above the floor.
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SINK - Floats in water
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--------------------------------------------------------
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*/
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void obj_barrel_indestructible(void)
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{
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spawn_barrel(BARREL_INDESTRUCTIBLE);
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self.mass = 95;
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}
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/*QUAKED obj_barrel_exploding (0.3 0.1 0.6) (-13 -13 0) (13 13 36) DOWNHILL NO_DROP ON_SIDE SINK
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An exploding barrel with red XXX on the side
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WARNING!: Putting too many exploding barrels next to each other will cause a crash, there is no way around this, so if it happens, it's to be considered a Designer error!
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Putting them in lines and chains seems to be ok, as long as you don't stack them or group them too closely, more than 4 in a tight group is probably pushing it.
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-------------------------FIELDS-------------------------
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.health - How hard it is to blow up
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Default: 25
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DOWNHILL - This barrel will slide downhill with gravity.
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NO_DROP - Will not drop to floor before spawning
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ON_SIDE - Will make the barrel appear to be on it's side, the top will point right (90 degrees)
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Note- barrels on their side must be placed at least 13 units above the floor.
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SINK - Sinks in water
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--------------------------------------------------------
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*/
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void obj_barrel_exploding(void)
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{
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spawn_barrel(BARREL_EXPLODING);
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self.mass = 85;
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}
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