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76559ae881
MAPINFO: added "DoomEdNum" and "SpawnNums" blocks support. MAPINFO: added "#include" directive support. MAPINFO: added "$gzdb_skip" special comment support. DECORATE: "spawnthing" Game Configuration block is now updated using "SpawnID" actor property. Game configurations: added "class" property to the most of ZDoom things. Actions: removed "Reload MAPINFO" action. Documentation: merged "GLDEFS and MODELDEF support", "(Z)MAPINFO support" and "TEXTURES support" topics into "(G)ZDoom text lumps support", added info about the other text lumps GZDB can use.
236 lines
4 KiB
C#
236 lines
4 KiB
C#
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#region ================== Copyright (c) 2007 Pascal vd Heiden
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/*
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* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
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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 CodeImp.DoomBuilder.Geometry;
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#endregion
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namespace CodeImp.DoomBuilder.Rendering
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{
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// WorldVertex
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public struct WorldVertex
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{
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// Vertex format
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public const int Stride = 9 * 4; //mxd: was 6 * 4
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// Members
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public float x;
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public float y;
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public float z;
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public int c;
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public float u;
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public float v;
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//mxd
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public float nx;
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public float ny;
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public float nz;
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// Constructor
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public WorldVertex(float x, float y, float z, int c, float u, float v)
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{
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this.x = x;
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this.y = y;
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this.z = z;
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this.c = c;
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this.u = u;
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this.v = v;
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//mxd
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this.nx = 0.0f;
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this.ny = 0.0f;
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this.nz = 0.0f;
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}
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// Constructor
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/*public WorldVertex(float x, float y, float z, int c, Vector2D t)
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{
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this.x = x;
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this.y = y;
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this.z = z;
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this.c = c;
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this.u = t.x;
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this.v = t.y;
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//mxd
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this.nx = 0.0f;
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this.ny = 0.0f;
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this.nz = 0.0f;
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}*/
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// Constructor
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/*public WorldVertex(Vector3D p, int c, float u, float v)
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{
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this.x = p.x;
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this.y = p.y;
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this.z = p.z;
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this.c = c;
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this.u = u;
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this.v = v;
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//mxd
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this.nx = 0.0f;
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this.ny = 0.0f;
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this.nz = 0.0f;
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}*/
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// Constructor
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public WorldVertex(Vector3D p, int c, Vector2D t)
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{
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this.x = p.x;
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this.y = p.y;
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this.z = p.z;
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this.c = c;
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this.u = t.x;
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this.v = t.y;
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//mxd
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this.nx = 0.0f;
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this.ny = 0.0f;
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this.nz = 0.0f;
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}
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// Constructor
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/*public WorldVertex(float x, float y, float z, float u, float v)
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{
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this.x = x;
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this.y = y;
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this.z = z;
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this.c = -1;
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this.u = u;
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this.v = v;
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//mxd
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this.nx = 0.0f;
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this.ny = 0.0f;
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this.nz = 0.0f;
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}*/
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// Constructor
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/*public WorldVertex(float x, float y, float z, Vector2D t)
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{
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this.x = x;
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this.y = y;
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this.z = z;
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this.c = -1;
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this.u = t.x;
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this.v = t.y;
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//mxd
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this.nx = 0.0f;
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this.ny = 0.0f;
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this.nz = 0.0f;
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}*/
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// Constructor
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/*public WorldVertex(Vector3D p, float u, float v)
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{
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this.x = p.x;
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this.y = p.y;
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this.z = p.z;
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this.c = -1;
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this.u = u;
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this.v = v;
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//mxd
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this.nx = 0.0f;
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this.ny = 0.0f;
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this.nz = 0.0f;
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}*/
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// Constructor
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/*public WorldVertex(Vector3D p, Vector2D t)
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{
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this.x = p.x;
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this.y = p.y;
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this.z = p.z;
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this.c = -1;
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this.u = t.x;
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this.v = t.y;
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//mxd
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this.nx = 0.0f;
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this.ny = 0.0f;
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this.nz = 0.0f;
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}*/
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// Constructor
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/*public WorldVertex(float x, float y, float z, int c)
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{
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this.x = x;
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this.y = y;
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this.z = z;
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this.c = c;
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this.u = 0.0f;
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this.v = 0.0f;
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//mxd
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this.nx = 0.0f;
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this.ny = 0.0f;
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this.nz = 0.0f;
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}*/
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// Constructor
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/*public WorldVertex(Vector3D p, int c)
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{
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this.x = p.x;
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this.y = p.y;
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this.z = p.z;
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this.c = c;
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this.u = 0.0f;
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this.v = 0.0f;
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//mxd
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this.nx = 0.0f;
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this.ny = 0.0f;
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this.nz = 0.0f;
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}*/
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// Constructor
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public WorldVertex(float x, float y, float z)
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{
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this.x = x;
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this.y = y;
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this.z = z;
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this.c = -1;
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this.u = 0.0f;
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this.v = 0.0f;
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//mxd
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this.nx = 0.0f;
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this.ny = 0.0f;
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this.nz = 0.0f;
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}
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// Constructor
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public WorldVertex(Vector3D p)
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{
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this.x = p.x;
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this.y = p.y;
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this.z = p.z;
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this.c = -1;
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this.u = 0.0f;
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this.v = 0.0f;
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//mxd
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this.nx = 0.0f;
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this.ny = 0.0f;
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this.nz = 0.0f;
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}
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}
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}
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