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229 lines
6 KiB
C
229 lines
6 KiB
C
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//-------------------------------------------------------------------------
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/*
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Copyright (C) 1997, 2005 - 3D Realms Entertainment
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This file is part of Shadow Warrior version 1.2
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Shadow Warrior is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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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.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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Original Source: 1997 - Frank Maddin and Jim Norwood
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Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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*/
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//-------------------------------------------------------------------------
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//#define MAIN
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#define QUIET
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#include "build.h"
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#include "keys.h"
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#include "names2.h"
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#include "panel.h"
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#include "game.h"
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//#include "quake.h"
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//#include "jsector.h"
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//#include "mytypes.h"
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//#include "control.h"
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//#include "function.h"
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#include "net.h"
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//#include "symutil.h"
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BOOL PredictionOn = TRUE;
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BOOL Prediction = FALSE;
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PLAYER PredictPlayer;
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USER PredictUser;
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PLAYERp ppp = &PredictPlayer;
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typedef struct
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{
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int x,y,z,horiz;
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short ang,filler;
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} PREDICT, *PREDICTp;
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PREDICT Predict[MOVEFIFOSIZ];
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int predictmovefifoplc;
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VOID DoPlayerSectorUpdatePreMove(PLAYERp);
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VOID DoPlayerSectorUpdatePostMove(PLAYERp);
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extern BOOL GamePaused;
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#define PREDICT_DEBUG 0
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#if PREDICT_DEBUG
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VOID (*pred_last_func)(PLAYERp) = NULL;
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#endif
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void
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InitPrediction(PLAYERp pp)
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{
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if (!PredictionOn)
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return;
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#if PREDICT_DEBUG
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pred_last_func = pp->DoPlayerAction;
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#endif
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// make a copy of player struct and sprite
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*ppp = *pp;
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PredictUser = *User[pp->PlayerSprite];
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}
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#if PREDICT_DEBUG
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PredictDebug(PLAYERp ppp)
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{
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static FILE *fout = NULL;
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static char pred_sym_name[80];
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if (SymCountCode == 0)
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LoadSymTable("swcode.sym", &SymTableCode, &SymCountCode);
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if (SymCountCode <= 0)
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return;
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if (!fout)
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{
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if ((fout = fopen("dbgpred.txt", "wb")) == NULL)
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return;
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}
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if (ppp->DoPlayerAction != pred_last_func)
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{
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extern ULONG MoveThingsCount;
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SYM_TABLEp st_ptr;
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ULONG unrelocated_offset;
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ULONG offset_from_symbol;
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unrelocated_offset = SymCodePtrToOffset((void *)ppp->DoPlayerAction);
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st_ptr = SearchSymTableByOffset(SymTableCode, SymCountCode, unrelocated_offset, &offset_from_symbol);
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ASSERT(st_ptr);
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strcpy(pred_sym_name, st_ptr->Name);
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fprintf(fout, "%s, %d\n", pred_sym_name, MoveThingsCount);
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}
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}
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#endif
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void
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DoPrediction(PLAYERp ppp)
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{
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USERp u;
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SPRITE spr;
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int bakrandomseed;
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short angvel;
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// routine called from MoveLoop
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if (!PredictionOn)
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return;
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ppp->input = Player[myconnectindex].inputfifo[predictmovefifoplc & (MOVEFIFOSIZ-1)];
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// get rid of input bits so it doesn't go into other code branches that would
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// get it out of sync
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RESET(ppp->input.bits,
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BIT(SK_SHOOT)|BIT(SK_OPERATE)|BIT(SK_INV_LEFT)|BIT(SK_INV_RIGHT)|
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BIT(SK_INV_USE)|BIT(SK_HIDE_WEAPON)|
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BIT(SK_AUTO_AIM)|
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BIT(SK_CENTER_VIEW)|
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SK_WEAPON_MASK|
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SK_INV_HOTKEY_MASK
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);
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SET(ppp->KeyPressFlags,
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BIT(SK_SHOOT)|BIT(SK_OPERATE)|BIT(SK_INV_LEFT)|BIT(SK_INV_RIGHT)|
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BIT(SK_INV_USE)|BIT(SK_HIDE_WEAPON)|
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BIT(SK_AUTO_AIM)|
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BIT(SK_CENTER_VIEW)|
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SK_WEAPON_MASK|
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SK_INV_HOTKEY_MASK
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);
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// back up things so they won't get stepped on
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bakrandomseed = randomseed;
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spr = sprite[Player[myconnectindex].PlayerSprite];
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sprite[Player[myconnectindex].PlayerSprite].cstat = 0;
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u = User[ppp->PlayerSprite];
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User[ppp->PlayerSprite] = &PredictUser;
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ppp->oang = ppp->pang;
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ppp->oposx = ppp->posx;
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ppp->oposy = ppp->posy;
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ppp->oposz = ppp->posz;
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ppp->ohoriz = ppp->horiz;
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#if PREDICT_DEBUG
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PredictDebug(ppp);
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#endif
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// go through the player MOVEMENT code only
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Prediction = TRUE;
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DoPlayerSectorUpdatePreMove(ppp);
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(*ppp->DoPlayerAction)(ppp);
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DoPlayerSectorUpdatePostMove(ppp);
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Prediction = FALSE;
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// restore things
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User[ppp->PlayerSprite] = u;
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sprite[Player[myconnectindex].PlayerSprite] = spr;
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randomseed = bakrandomseed;
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Predict[predictmovefifoplc & (MOVEFIFOSIZ-1)].ang = ppp->pang;
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Predict[predictmovefifoplc & (MOVEFIFOSIZ-1)].x = ppp->posx;
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Predict[predictmovefifoplc & (MOVEFIFOSIZ-1)].y = ppp->posy;
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Predict[predictmovefifoplc & (MOVEFIFOSIZ-1)].z = ppp->posz;
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Predict[predictmovefifoplc & (MOVEFIFOSIZ-1)].horiz = ppp->horiz;
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predictmovefifoplc++;
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}
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void
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CorrectPrediction(int actualfifoplc)
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{
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PREDICTp predict = &Predict[actualfifoplc & (MOVEFIFOSIZ-1)];
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if (!PredictionOn)
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return;
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if (!CommEnabled)
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return;
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// see if player position is predicted position
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if (predict->ang == Player[myconnectindex].pang &&
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predict->x == Player[myconnectindex].posx &&
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predict->y == Player[myconnectindex].posy &&
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predict->z == Player[myconnectindex].posz &&
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predict->horiz == Player[myconnectindex].horiz
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)
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{
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return;
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}
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// //DSPRINTF(ds,"PREDICT ERROR: %ld %ld %ld %ld %ld %ld %ld %ld %ld %ld", predict->ang, Player[myconnectindex].pang, predict->x, Player[myconnectindex].posx, predict->y, Player[myconnectindex].posy, predict->z, Player[myconnectindex].posz, predict->horiz,Player[myconnectindex].horiz);
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// MONO_PRINT(ds);
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InitPrediction(&Player[myconnectindex]);
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// puts the predicted pos back to actual pos
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predictmovefifoplc = movefifoplc;
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while (predictmovefifoplc < Player[myconnectindex].movefifoend)
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{
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DoPrediction(ppp);
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}
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}
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