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Merge branch 'jester-fireball' into 'master'
Mario fireball by Jester (resolves #296) Closes #296 See merge request STJr/SRB2Internal!487
This commit is contained in:
commit
1365ef49b3
6 changed files with 61 additions and 31 deletions
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@ -7325,13 +7325,9 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
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"S_FIREFLOWER2",
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"S_FIREFLOWER3",
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"S_FIREFLOWER4",
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"S_FIREBALL1",
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"S_FIREBALL2",
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"S_FIREBALL3",
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"S_FIREBALL4",
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"S_FIREBALLEXP1",
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"S_FIREBALLEXP2",
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"S_FIREBALLEXP3",
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"S_FIREBALL",
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"S_FIREBALLTRAIL1",
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"S_FIREBALLTRAIL2",
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"S_SHELL",
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"S_PUMA_START1",
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"S_PUMA_START2",
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@ -8323,6 +8319,7 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
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"MT_BLUEGOOMBA",
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"MT_FIREFLOWER",
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"MT_FIREBALL",
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"MT_FIREBALLTRAIL",
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"MT_SHELL",
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"MT_PUMA",
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"MT_PUMATRAIL",
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55
src/info.c
55
src/info.c
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@ -3528,13 +3528,9 @@ state_t states[NUMSTATES] =
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{SPR_FFWR, 3, 3, {NULL}, 0, 0, S_FIREFLOWER1}, // S_FIREFLOWER4
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// Thrown Mario Fireball
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{SPR_FBLL, FF_FULLBRIGHT, 3, {NULL}, 0, 0, S_FIREBALL2}, // S_FIREBALL1
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{SPR_FBLL, FF_FULLBRIGHT|1, 3, {NULL}, 0, 0, S_FIREBALL3}, // S_FIREBALL2
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{SPR_FBLL, FF_FULLBRIGHT|2, 3, {NULL}, 0, 0, S_FIREBALL4}, // S_FIREBALL3
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{SPR_FBLL, FF_FULLBRIGHT|3, 3, {NULL}, 0, 0, S_FIREBALL1}, // S_FIREBALL4
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{SPR_FBLL, FF_FULLBRIGHT|4, 3, {NULL}, 0, 0, S_FIREBALLEXP2}, // S_FIREBALLEXP1
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{SPR_FBLL, FF_FULLBRIGHT|5, 3, {NULL}, 0, 0, S_FIREBALLEXP3}, // S_FIREBALLEXP2
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{SPR_FBLL, FF_FULLBRIGHT|6, 3, {NULL}, 0, 0, S_NULL}, // S_FIREBALLEXP3
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{SPR_FBLL, FF_FULLBRIGHT, 1, {A_SpawnObjectRelative}, 0, MT_FIREBALLTRAIL, S_FIREBALL}, // S_FIREBALL
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{SPR_FBLL, 1|FF_FULLBRIGHT|FF_TRANS50, 1, {A_SetScale}, FRACUNIT*3/4, 0, S_FIREBALLTRAIL2}, // S_FIREBALLTRAIL1
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{SPR_FBLL, 1|FF_FULLBRIGHT|FF_TRANS50, 8, {A_SetScale}, FRACUNIT/6, 1, S_NULL}, // S_FIREBALLTRAIL2
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// Turtle Shell
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{SPR_SHLL, 0, -1, {NULL}, 0, 0, S_NULL}, // S_SHELL
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@ -18914,31 +18910,58 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
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{ // MT_FIREBALL
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-1, // doomednum
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S_FIREBALL1, // spawnstate
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S_FIREBALL, // spawnstate
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1000, // spawnhealth
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S_FIREBALLEXP1, // seestate
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S_NULL, // seestate
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sfx_None, // seesound
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8, // reactiontime
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sfx_None, // attacksound
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S_NULL, // painstate
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0, // painchance
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sfx_None, // painsound
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S_FIREBALLEXP1, // meleestate
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S_FIREBALLEXP1, // missilestate
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S_FIREBALLEXP1, // deathstate
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S_FIREBALLEXP1, // xdeathstate
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sfx_mario1, // deathsound
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10*FRACUNIT, // speed
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S_NULL, // meleestate
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S_NULL, // missilestate
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S_NULL, // deathstate
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S_NULL, // xdeathstate
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sfx_None, // deathsound
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40*FRACUNIT, // speed
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4*FRACUNIT, // radius
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8*FRACUNIT, // height
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0, // display offset
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DMG_FIRE, // mass
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1, // damage
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sfx_None, // activesound
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MF_NOBLOCKMAP|MF_FIRE|MF_MISSILE, // flags
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MF_FIRE|MF_BOUNCE|MF_MISSILE, // flags
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S_NULL // raisestate
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},
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{ // MT_FIREBALLTRAIL
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-1, // doomednum
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S_FIREBALLTRAIL1, // spawnstate
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1000, // spawnhealth
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S_NULL, // seestate
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sfx_None, // seesound
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8, // reactiontime
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sfx_None, // attacksound
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S_NULL, // painstate
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0, // painchance
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sfx_None, // painsound
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S_NULL, // meleestate
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S_NULL, // missilestate
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S_NULL, // deathstate
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S_NULL, // xdeathstate
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sfx_None, // deathsound
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0, // speed
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16*FRACUNIT, // radius
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16*FRACUNIT, // height
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0, // display offset
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0, // mass
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1, // damage
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sfx_None, // activesound
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MF_NOBLOCKMAP|MF_NOGRAVITY|MF_NOCLIP|MF_RUNSPAWNFUNC, // flags
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S_NULL // raisestate
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},
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{ // MT_SHELL
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1804, // doomednum
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S_SHELL, // spawnstate
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11
src/info.h
11
src/info.h
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@ -3638,13 +3638,9 @@ typedef enum state
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S_FIREFLOWER2,
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S_FIREFLOWER3,
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S_FIREFLOWER4,
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S_FIREBALL1,
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S_FIREBALL2,
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S_FIREBALL3,
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S_FIREBALL4,
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S_FIREBALLEXP1,
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S_FIREBALLEXP2,
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S_FIREBALLEXP3,
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S_FIREBALL,
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S_FIREBALLTRAIL1,
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S_FIREBALLTRAIL2,
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S_SHELL,
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S_PUMA_START1,
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S_PUMA_START2,
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@ -4658,6 +4654,7 @@ typedef enum mobj_type
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MT_BLUEGOOMBA,
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MT_FIREFLOWER,
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MT_FIREBALL,
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MT_FIREBALLTRAIL,
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MT_SHELL,
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MT_PUMA,
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MT_PUMATRAIL,
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@ -1305,6 +1305,11 @@ static boolean PIT_CheckThing(mobj_t *thing)
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return false;
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}
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// Fireball touched an enemy
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// Don't bounce though, just despawn right there
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if ((tmthing->type == MT_FIREBALL) && (thing->flags & MF_ENEMY))
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P_KillMobj(tmthing, NULL, NULL, 0);
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// damage / explode
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if (tmthing->flags & MF_ENEMY) // An actual ENEMY! (Like the deton, for example)
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P_DamageMobj(thing, tmthing, tmthing, 1, 0);
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@ -8693,6 +8693,13 @@ void P_MobjThinker(mobj_t *mobj)
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case MT_KOOPA:
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P_KoopaThinker(mobj);
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break;
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case MT_FIREBALL:
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if (P_AproxDistance(mobj->momx, mobj->momy) <= 16*FRACUNIT) // Once fireballs lose enough speed, kill them
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{
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P_KillMobj(mobj, NULL, NULL, 0);
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return;
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}
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break;
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case MT_REDRING:
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if (((mobj->z < mobj->floorz) || (mobj->z + mobj->height > mobj->ceilingz))
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&& mobj->flags & MF_MISSILE)
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@ -4026,12 +4026,13 @@ static void P_DoFiring(player_t *player, ticcmd_t *cmd)
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if (player->pflags & PF_ATTACKDOWN || player->climbing || (G_TagGametype() && !(player->pflags & PF_TAGIT)))
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return;
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if ((player->powers[pw_shield] & SH_STACK) == SH_FIREFLOWER)
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if (((player->powers[pw_shield] & SH_STACK) == SH_FIREFLOWER) && !(player->weapondelay))
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{
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player->pflags |= PF_ATTACKDOWN;
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mo = P_SpawnPlayerMissile(player->mo, MT_FIREBALL, 0);
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P_InstaThrust(mo, player->mo->angle, ((mo->info->speed>>FRACBITS)*player->mo->scale) + player->speed);
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S_StartSound(player->mo, sfx_mario7);
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P_SetWeaponDelay(player, TICRATE); // Short delay between fireballs so you can't spam them everywhere
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return;
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}
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