mirror of
https://github.com/ReactionQuake3/reaction.git
synced 2024-11-10 07:11:36 +00:00
420 lines
12 KiB
C
420 lines
12 KiB
C
//-----------------------------------------------------------------------------
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//
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// $Id$
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//
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.3 2003/04/19 15:27:30 jbravo
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// Backing out of most of unlagged. Only optimized prediction and smooth clients
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// remains.
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//
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// Revision 1.2 2003/03/10 07:07:58 jbravo
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// Small unlagged fixes and voting delay added.
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//
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// Revision 1.1 2003/03/09 21:32:23 jbravo
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// *** empty log message ***
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//
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//
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//-----------------------------------------------------------------------------
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#include "cg_local.h"
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// we'll need these prototypes
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//void CG_ShotgunPattern(vec3_t origin, vec3_t origin2, int seed, int otherEntNum);
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//void CG_Bullet(vec3_t end, int sourceEntityNum, vec3_t normal, qboolean flesh, int fleshEntityNum);
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// and this as well
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//#define MACHINEGUN_SPREAD 200
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/*
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=======================
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CG_PredictWeaponEffects
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Draws predicted effects for the railgun, shotgun, and machinegun. The
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lightning gun is done in CG_LightningBolt, since it was just a matter
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of setting the right origin and angles.
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=======================
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*/
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/*void CG_PredictWeaponEffects(centity_t * cent)
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{
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vec3_t muzzlePoint, forward, right, up;
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entityState_t *ent = ¢->currentState;
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// if the client isn't us, forget it
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if (cent->currentState.number != cg.predictedPlayerState.clientNum) {
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return;
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}
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// if it's not switched on server-side, forget it
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if (!cgs.delagHitscan) {
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return;
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}
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// get the muzzle point
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VectorCopy(cg.predictedPlayerState.origin, muzzlePoint);
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muzzlePoint[2] += cg.predictedPlayerState.viewheight;
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// get forward, right, and up
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AngleVectors(cg.predictedPlayerState.viewangles, forward, right, up);
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VectorMA(muzzlePoint, 14, forward, muzzlePoint);
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// was it a rail attack?
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if (ent->weapon == WP_SSG3000) {
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// do we have it on for the rail gun?
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if (cg_delag.integer & 1 || cg_delag.integer & 16) {
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trace_t trace;
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vec3_t endPoint;
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// trace forward
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VectorMA(muzzlePoint, 8192, forward, endPoint);
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// THIS IS FOR DEBUGGING!
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// you definitely *will* want something like this to test the backward reconciliation
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// to make sure it's working *exactly* right
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if (cg_debugDelag.integer) {
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// trace forward
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CG_Trace(&trace, muzzlePoint, vec3_origin, vec3_origin, endPoint,
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cent->currentState.number, CONTENTS_BODY | CONTENTS_SOLID);
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// did we hit another player?
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if (trace.fraction < 1.0f && (trace.contents & CONTENTS_BODY)) {
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// if we have two snapshots (we're interpolating)
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if (cg.nextSnap) {
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centity_t *c = &cg_entities[trace.entityNum];
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vec3_t origin1, origin2;
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// figure the two origins used for interpolation
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BG_EvaluateTrajectory(&c->currentState.pos, cg.snap->serverTime,
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origin1);
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BG_EvaluateTrajectory(&c->nextState.pos, cg.nextSnap->serverTime,
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origin2);
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// print some debugging stuff exactly like what the server does
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// it starts with "Int:" to let you know the target was interpolated
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CG_Printf("^3Int: time: %d, j: %d, k: %d, origin: %0.2f %0.2f %0.2f\n",
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cg.oldTime, cg.snap->serverTime, cg.nextSnap->serverTime,
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c->lerpOrigin[0], c->lerpOrigin[1], c->lerpOrigin[2]);
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CG_Printf
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("^5frac: %0.4f, origin1: %0.2f %0.2f %0.2f, origin2: %0.2f %0.2f %0.2f\n",
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cg.frameInterpolation, origin1[0], origin1[1], origin1[2],
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origin2[0], origin2[1], origin2[2]);
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} else {
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// we haven't got a next snapshot
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// the client clock has either drifted ahead (seems to happen once per server frame
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// when you play locally) or the client is using timenudge
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// in any case, CG_CalcEntityLerpPositions extrapolated rather than interpolated
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centity_t *c = &cg_entities[trace.entityNum];
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vec3_t origin1, origin2;
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c->currentState.pos.trTime = TR_LINEAR_STOP;
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c->currentState.pos.trTime = cg.snap->serverTime;
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c->currentState.pos.trDuration = 1000 / sv_fps.integer;
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BG_EvaluateTrajectory(&c->currentState.pos, cg.snap->serverTime,
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origin1);
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BG_EvaluateTrajectory(&c->currentState.pos,
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cg.snap->serverTime + 1000 / sv_fps.integer,
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origin2);
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// print some debugging stuff exactly like what the server does
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// it starts with "Ext:" to let you know the target was extrapolated
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CG_Printf("^3Ext: time: %d, j: %d, k: %d, origin: %0.2f %0.2f %0.2f\n",
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cg.oldTime, cg.snap->serverTime, cg.snap->serverTime,
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c->lerpOrigin[0], c->lerpOrigin[1], c->lerpOrigin[2]);
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CG_Printf
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("^5frac: %0.4f, origin1: %0.2f %0.2f %0.2f, origin2: %0.2f %0.2f %0.2f\n",
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cg.frameInterpolation, origin1[0], origin1[1], origin1[2],
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origin2[0], origin2[1], origin2[2]);
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}
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}
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}
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// find the rail's end point
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CG_Trace(&trace, muzzlePoint, vec3_origin, vec3_origin, endPoint,
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cg.predictedPlayerState.clientNum, CONTENTS_SOLID);
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// do the magic-number adjustment
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VectorMA(muzzlePoint, 4, right, muzzlePoint);
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VectorMA(muzzlePoint, -1, up, muzzlePoint);
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// draw a rail trail
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// CG_RailTrail(&cgs.clientinfo[cent->currentState.number], muzzlePoint, trace.endpos);
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//Com_Printf( "Predicted rail trail\n" );
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// explosion at end if not SURF_NOIMPACT
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if (!(trace.surfaceFlags & SURF_NOIMPACT)) {
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// predict an explosion
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CG_MissileHitWall(ent->weapon, cg.predictedPlayerState.clientNum, trace.endpos,
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trace.plane.normal, IMPACTSOUND_DEFAULT, 0);
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}
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}
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}
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// was it a shotgun attack?
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else if (ent->weapon == WP_M3 || ent->weapon == WP_HANDCANNON) {
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// do we have it on for the shotgun?
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if (cg_delag.integer & 1 || cg_delag.integer & 4) {
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int contents;
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vec3_t endPoint, v;
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// do everything like the server does
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SnapVector(muzzlePoint);
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VectorScale(forward, 4096, endPoint);
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SnapVector(endPoint);
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VectorSubtract(endPoint, muzzlePoint, v);
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VectorNormalize(v);
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VectorScale(v, 32, v);
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VectorAdd(muzzlePoint, v, v);
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if (cgs.glconfig.hardwareType != GLHW_RAGEPRO) {
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// ragepro can't alpha fade, so don't even bother with smoke
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vec3_t up;
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contents = trap_CM_PointContents(muzzlePoint, 0);
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if (!(contents & CONTENTS_WATER)) {
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VectorSet(up, 0, 0, 8);
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CG_SmokePuff(v, up, 32, 1, 1, 1, 0.33f, 900, cg.time, 0, LEF_PUFF_DONT_SCALE,
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cgs.media.shotgunSmokePuffShader);
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}
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}
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// do the shotgun pellets
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CG_ShotgunPattern(muzzlePoint, endPoint, cg.oldTime % 256, cg.predictedPlayerState.clientNum);
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//Com_Printf( "Predicted shotgun pattern\n" );
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}
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}
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// was it a machinegun attack?
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else if (ent->weapon == WP_MP5 || ent->weapon == WP_M4 || ent->weapon == WP_PISTOL || ent->weapon == WP_AKIMBO) {
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// do we have it on for the machinegun?
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if (cg_delag.integer & 1 || cg_delag.integer & 2) {
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// the server will use this exact time (it'll be serverTime on that end)
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int seed = cg.oldTime % 256;
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float r, u;
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trace_t tr;
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qboolean flesh;
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int fleshEntityNum;
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vec3_t endPoint;
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// do everything exactly like the server does
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r = Q_random(&seed) * M_PI * 2.0f;
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u = sin(r) * Q_crandom(&seed) * MACHINEGUN_SPREAD * 16;
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r = cos(r) * Q_crandom(&seed) * MACHINEGUN_SPREAD * 16;
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VectorMA(muzzlePoint, 8192 * 16, forward, endPoint);
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VectorMA(endPoint, r, right, endPoint);
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VectorMA(endPoint, u, up, endPoint);
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CG_Trace(&tr, muzzlePoint, NULL, NULL, endPoint, cg.predictedPlayerState.clientNum, MASK_SHOT);
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if (tr.surfaceFlags & SURF_NOIMPACT) {
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return;
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}
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// snap the endpos to integers, but nudged towards the line
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SnapVectorTowards(tr.endpos, muzzlePoint);
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// do bullet impact
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if (tr.entityNum < MAX_CLIENTS) {
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flesh = qtrue;
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fleshEntityNum = tr.entityNum;
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} else {
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flesh = qfalse;
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}
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// do the bullet impact
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CG_Bullet(tr.endpos, cg.predictedPlayerState.clientNum, tr.plane.normal, flesh, fleshEntityNum, IMPACTSOUND_DEFAULT);
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//Com_Printf( "Predicted bullet\n" );
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}
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}
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} */
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/*
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=================
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CG_AddBoundingBox
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Draws a bounding box around a player. Called from CG_Player.
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=================
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*/
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void CG_AddBoundingBox(centity_t * cent)
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{
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polyVert_t verts[4];
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clientInfo_t *ci;
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int i;
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vec3_t mins = { -15, -15, -24 };
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vec3_t maxs = { 15, 15, 32 };
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float extx, exty, extz;
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vec3_t corners[8];
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qhandle_t bboxShader, bboxShader_nocull;
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if (!cg_drawBBox.integer) {
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return;
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}
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// don't draw it if it's us in first-person
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if (cent->currentState.number == cg.predictedPlayerState.clientNum && !cg.renderingThirdPerson) {
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return;
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}
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// don't draw it for dead players
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if (cent->currentState.eFlags & EF_DEAD) {
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return;
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}
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// get the shader handles
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bboxShader = trap_R_RegisterShader("bbox");
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bboxShader_nocull = trap_R_RegisterShader("bbox_nocull");
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// if they don't exist, forget it
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if (!bboxShader || !bboxShader_nocull) {
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return;
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}
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// get the player's client info
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ci = &cgs.clientinfo[cent->currentState.clientNum];
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// if it's us
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if (cent->currentState.number == cg.predictedPlayerState.clientNum) {
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// use the view height
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maxs[2] = cg.predictedPlayerState.viewheight + 6;
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} else {
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int x, zd, zu;
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// otherwise grab the encoded bounding box
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x = (cent->currentState.solid & 255);
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zd = ((cent->currentState.solid >> 8) & 255);
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zu = ((cent->currentState.solid >> 16) & 255) - 32;
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mins[0] = mins[1] = -x;
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maxs[0] = maxs[1] = x;
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mins[2] = -zd;
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maxs[2] = zu;
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}
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// get the extents (size)
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extx = maxs[0] - mins[0];
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exty = maxs[1] - mins[1];
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extz = maxs[2] - mins[2];
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// set the polygon's texture coordinates
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verts[0].st[0] = 0;
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verts[0].st[1] = 0;
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verts[1].st[0] = 0;
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verts[1].st[1] = 1;
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verts[2].st[0] = 1;
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verts[2].st[1] = 1;
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verts[3].st[0] = 1;
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verts[3].st[1] = 0;
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// set the polygon's vertex colors
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if (ci->team == TEAM_RED) {
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for (i = 0; i < 4; i++) {
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verts[i].modulate[0] = 160;
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verts[i].modulate[1] = 0;
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verts[i].modulate[2] = 0;
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verts[i].modulate[3] = 255;
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}
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} else if (ci->team == TEAM_BLUE) {
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for (i = 0; i < 4; i++) {
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verts[i].modulate[0] = 0;
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verts[i].modulate[1] = 0;
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verts[i].modulate[2] = 192;
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verts[i].modulate[3] = 255;
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}
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} else {
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for (i = 0; i < 4; i++) {
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verts[i].modulate[0] = 0;
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verts[i].modulate[1] = 128;
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verts[i].modulate[2] = 0;
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verts[i].modulate[3] = 255;
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}
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}
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VectorAdd(cent->lerpOrigin, maxs, corners[3]);
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VectorCopy(corners[3], corners[2]);
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corners[2][0] -= extx;
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VectorCopy(corners[2], corners[1]);
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corners[1][1] -= exty;
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VectorCopy(corners[1], corners[0]);
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corners[0][0] += extx;
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for (i = 0; i < 4; i++) {
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VectorCopy(corners[i], corners[i + 4]);
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corners[i + 4][2] -= extz;
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}
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// top
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VectorCopy(corners[0], verts[0].xyz);
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VectorCopy(corners[1], verts[1].xyz);
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VectorCopy(corners[2], verts[2].xyz);
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VectorCopy(corners[3], verts[3].xyz);
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trap_R_AddPolyToScene(bboxShader, 4, verts);
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// bottom
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VectorCopy(corners[7], verts[0].xyz);
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VectorCopy(corners[6], verts[1].xyz);
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VectorCopy(corners[5], verts[2].xyz);
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VectorCopy(corners[4], verts[3].xyz);
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trap_R_AddPolyToScene(bboxShader, 4, verts);
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// top side
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VectorCopy(corners[3], verts[0].xyz);
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VectorCopy(corners[2], verts[1].xyz);
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VectorCopy(corners[6], verts[2].xyz);
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VectorCopy(corners[7], verts[3].xyz);
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trap_R_AddPolyToScene(bboxShader_nocull, 4, verts);
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// left side
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VectorCopy(corners[2], verts[0].xyz);
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VectorCopy(corners[1], verts[1].xyz);
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VectorCopy(corners[5], verts[2].xyz);
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VectorCopy(corners[6], verts[3].xyz);
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trap_R_AddPolyToScene(bboxShader_nocull, 4, verts);
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// right side
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VectorCopy(corners[0], verts[0].xyz);
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VectorCopy(corners[3], verts[1].xyz);
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VectorCopy(corners[7], verts[2].xyz);
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VectorCopy(corners[4], verts[3].xyz);
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trap_R_AddPolyToScene(bboxShader_nocull, 4, verts);
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// bottom side
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VectorCopy(corners[1], verts[0].xyz);
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VectorCopy(corners[0], verts[1].xyz);
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VectorCopy(corners[4], verts[2].xyz);
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VectorCopy(corners[5], verts[3].xyz);
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trap_R_AddPolyToScene(bboxShader_nocull, 4, verts);
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}
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/*
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================
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CG_Cvar_ClampInt
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Clamps a cvar between two integer values, returns qtrue if it had to.
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================
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*/
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qboolean CG_Cvar_ClampInt(const char *name, vmCvar_t * vmCvar, int min, int max)
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{
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if (vmCvar->integer > max) {
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CG_Printf("Allowed values are %d to %d.\n", min, max);
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Com_sprintf(vmCvar->string, MAX_CVAR_VALUE_STRING, "%d", max);
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vmCvar->value = max;
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vmCvar->integer = max;
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trap_Cvar_Set(name, vmCvar->string);
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return qtrue;
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}
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if (vmCvar->integer < min) {
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CG_Printf("Allowed values are %d to %d.\n", min, max);
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Com_sprintf(vmCvar->string, MAX_CVAR_VALUE_STRING, "%d", min);
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vmCvar->value = min;
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vmCvar->integer = min;
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trap_Cvar_Set(name, vmCvar->string);
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return qtrue;
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}
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return qfalse;
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}
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