mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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225 lines
8.3 KiB
C#
225 lines
8.3 KiB
C#
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#region ================== Copyright (c) 2009 Boris Iwanski
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/*
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* Copyright (c) 2009 Boris Iwanski
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* This program is released under GNU General Public License
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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*/
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#endregion
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#region ================== Namespaces
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Collections.ObjectModel;
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using System.Globalization;
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using System.Text;
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using System.Windows.Forms;
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using System.IO;
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using System.Reflection;
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using CodeImp.DoomBuilder.Windows;
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using CodeImp.DoomBuilder.IO;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Rendering;
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using CodeImp.DoomBuilder.Geometry;
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using System.Drawing;
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using CodeImp.DoomBuilder.Editing;
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using CodeImp.DoomBuilder.Plugins;
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using CodeImp.DoomBuilder.Actions;
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using CodeImp.DoomBuilder.Types;
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using CodeImp.DoomBuilder.Config;
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using CodeImp.DoomBuilder.Data;
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#endregion
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namespace CodeImp.DoomBuilder.CopyPasteSectorProps
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{
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//
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// MANDATORY: The plug!
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// This is an important class to the Doom Builder core. Every plugin must
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// have exactly 1 class that inherits from Plug. When the plugin is loaded,
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// this class is instantiated and used to receive events from the core.
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// Make sure the class is public, because only public classes can be seen
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// by the core.
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//
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public class BuilderPlug : Plug
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{
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// Static instance. We can't use a real static class, because BuilderPlug must
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// be instantiated by the core, so we keep a static reference. (this technique
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// should be familiar to object-oriented programmers)
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private static BuilderPlug me;
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// Static property to access the BuilderPlug
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public static BuilderPlug Me { get { return me; } }
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// These variables will store the properties we want to copy
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private int floorHeight;
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private int ceilHeight;
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private string floorTexture;
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private string ceilTexture;
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private int brightness;
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private int effect;
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private int tag;
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private UniFields fields;
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// This is set to true to know that we copied sector properties.
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// If this is false, the variables above are uninitialized.
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bool didCopyProps = false;
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// This event is called when the plugin is initialized
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public override void OnInitialize()
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{
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base.OnInitialize();
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// This binds the methods in this class that have the BeginAction
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// and EndAction attributes with their actions. Without this, the
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// attributes are useless. Note that in classes derived from EditMode
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// this is not needed, because they are bound automatically when the
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// editing mode is engaged.
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General.Actions.BindMethods(this);
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// Keep a static reference
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me = this;
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}
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// This is called when the plugin is terminated
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public override void Dispose()
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{
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base.Dispose();
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// This must be called to remove bound methods for actions.
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General.Actions.UnbindMethods(this);
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}
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#region ================== Actions
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// This is the method that will be called when the "copysectorprops" action is used by the user.
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// The actions are defined in the Actions.cfg file (the name must be exactly that) and the
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// BeginAction attribute indicates that this method must be called when the key for this
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// action is pressed. You can use the EndAction attribute for methods that must be called when
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// the key for an action is released. See above for the BindMethods method call which must be
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// called in order for these methods to work.
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[BeginAction("copysectorprops")]
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public void CopySectorProps()
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{
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// Only make this action possible if a map is actually opened and the we are in sectors mode
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if (General.Editing.Mode == null || General.Editing.Mode.Attributes.SwitchAction != "sectorsmode")
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{
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return;
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}
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// Make sure a sector is highlighted
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if (!(General.Editing.Mode.HighlightedObject is Sector))
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{
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// Show a warning in the status bar
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General.Interface.DisplayStatus(StatusType.Warning, "Please highlight a sector to copy the properties from");
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return;
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}
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// Copy the properties from the sector
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Sector s = (Sector)General.Editing.Mode.HighlightedObject;
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floorHeight = s.FloorHeight;
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ceilHeight = s.CeilHeight;
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floorTexture = s.FloorTexture;
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ceilTexture = s.CeilTexture;
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brightness = s.Brightness;
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effect = s.Effect;
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tag = s.Tag;
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// Remember that we copied the properties
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didCopyProps = true;
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// Let the user know that copying worked
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General.Interface.DisplayStatus(StatusType.Action, "Copied sector properties.");
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}
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// This is the method that will be called when the "pastesectorprops" action is used by the user.
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[BeginAction("pastesectorprops")]
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public void PasteSectorProps()
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{
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// Collection used to store the sectors we want to paste to
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List<Sector> sectors = new List<Sector>();
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// Just for fun we want to let the user know to how many sectors he/she/it pasted
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int pasteCount = 0;
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// Only make this action possible if a map is actually opened and we are in sectors mode
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if (General.Editing.Mode == null || General.Editing.Mode.Attributes.SwitchAction != "sectorsmode")
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{
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return;
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}
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// Make sure there's at least one selected or highlighted sector we can paste the properties to
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if (General.Map.Map.GetSelectedSectors(true).Count == 0 && !(General.Editing.Mode.HighlightedObject is Sector))
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{
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// Show a warning in the status bar
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General.Interface.DisplayStatus(StatusType.Warning, "Please select or highlight at least 1 sector to paste the properties to.");
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return;
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}
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// Check if there's actually a copied sector to get the properties from
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if (didCopyProps == false)
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{
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// Show a warning in the status bar
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General.Interface.DisplayStatus(StatusType.Warning, "Can't paste properties. You need to copy the properties first.");
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return;
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}
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// If there are selected sectors only paste to them
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if (General.Map.Map.GetSelectedSectors(true).Count != 0)
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{
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ICollection<Sector> selectedsectors = General.Map.Map.GetSelectedSectors(true);
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foreach (Sector s in selectedsectors)
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{
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sectors.Add(s);
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pasteCount++;
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}
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}
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// No selected sectors. paste to the highlighted one
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else
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{
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sectors.Add((Sector)General.Editing.Mode.HighlightedObject);
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pasteCount++;
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}
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// Make the action undo-able
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General.Map.UndoRedo.CreateUndo("Paste sector properties");
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// Set the properties of all selected sectors
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foreach(Sector s in sectors)
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{
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// Heights
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s.FloorHeight = floorHeight;
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s.CeilHeight = ceilHeight;
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// Textures
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s.SetFloorTexture(floorTexture);
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s.SetCeilTexture(ceilTexture);
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// Other stuff
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s.Brightness = brightness;
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s.Effect = effect;
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s.Tag = tag;
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}
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// Redraw to make the changes visible
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General.Map.Map.Update();
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General.Interface.RedrawDisplay();
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// Let the user know to how many sectors the properties were copied
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General.Interface.DisplayStatus(StatusType.Action, "Pasted sector properties to " + pasteCount.ToString() + " sector(s).");
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}
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#endregion
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}
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}
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