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218 lines
6.2 KiB
Text
218 lines
6.2 KiB
Text
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//-------------------------------------------------------------------------
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/*
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Copyright (C) 1996, 2003 - 3D Realms Entertainment
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Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements)
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Copyright (C) 2020-2021 - Christoph Oelckers
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This file is part of Enhanced Duke Nukem 3D version 1.5 - Atomic Edition
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Duke Nukem 3D 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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Original Source: 1996 - Todd Replogle
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Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
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EDuke enhancements integrated: 04/13/2003 - Matt Saettler
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Note: EDuke source was in transition. Changes are in-progress in the
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source as it is released.
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*/
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//-------------------------------------------------------------------------
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class DukeCommonStatusBar : RazeStatusBar
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{
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HUDFont numberFont;
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HUDFont miniFont;
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HUDFont digiFont;
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double scale;
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Array<String> ammo_sprites;
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Array<String> item_icons;
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int tileHeight(String tex)
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{
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let img = TexMan.CheckForTexture(tex, TexMan.TYPE_Any);
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let siz = TexMan.GetScaledSize(img);
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return int(siz.Y);
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}
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//==========================================================================
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//
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// Frag bar - todo
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//
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//==========================================================================
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/*
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void displayfragbar(void)
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{
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short i, j;
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j = 0;
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for (i = connecthead; i >= 0; i = connectpoint2[i])
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if (i > j) j = i;
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auto tex = tileGetTexture(TILE_FRAGBAR);
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for (int y = 0; y < 32; y += 8)
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DrawTexture(twod, tex, 0, 0, DTA_FullscreenScale, FSMode_Fit320x200, DTA_ScaleX, 1.001, DTA_ScaleY, 1.001, TAG_Done);
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for (i = connecthead; i >= 0; i = connectpoint2[i])
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{
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m initext(21 + (73 * (i & 3)), 2 + ((i & 28) << 1), &ud.user_name[i][0], ps[i].GetActor().s.pal, 2 + 8 + 16 + 128);
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sprintf(tempbuf, "%d", ps[i].frag - ps[i].fraggedself);
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m initext(17 + 50 + (73 * (i & 3)), 2 + ((i & 28) << 1), tempbuf, ps[i].GetActor().s.pal, 2 + 8 + 16 + 128);
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}
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}
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*/
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//==========================================================================
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//
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// Common inventory icon code for all styles
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//
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//==========================================================================
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String, int ontext(DukePlayer p)
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{
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String first = "";
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int second = 6;
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int onstate = 0x80000000;
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switch (p.inven_icon)
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{
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case Duke.ICON_HOLODUKE:
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onstate = p.holoduke_on != null;
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break;
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case Duke.ICON_JETPACK:
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onstate = p.jetpack_on;
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break;
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case Duke.ICON_HEATS:
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onstate = p.heat_on;
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break;
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}
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// Texts are intentionally not translated because the font is too small for making localization work and the translated words are too long.
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if (onstate != 0x80000000 && !(gameinfo.gameType & (GAMEFLAG_WW2GI|GAMEFLAG_RRALL)))
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{
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second = onstate > 0 ? 0 : 2;
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first = onstate > 0 ? "ON" : "OFF";
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}
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if (p.inven_icon >= Duke.ICON_SCUBA)
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{
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second = 2;
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first = "AUTO";
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}
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return first, second;
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}
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//==========================================================================
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//
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// draws the inventory selector
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//
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//==========================================================================
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void DrawInventory(DukePlayer p, double x, double y, int align)
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{
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if (p.invdisptime <= 0)return;
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int n = 0, j = 0;
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if (p.firstaid_amount > 0) { n |= 1; j++; }
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if (p.steroids_amount > 0) { n |= 2; j++; }
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if (p.holoduke_amount > 0) { n |= 4; j++; }
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if (p.jetpack_amount > 0) { n |= 8; j++; }
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if (p.heat_amount > 0) { n |= 16; j++; }
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if (p.scuba_amount > 0) { n |= 32; j++; }
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if (p.boot_amount > 0) { n |= 64; j++; }
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x -= (j * 11);
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y -= 6;
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align |= DI_ITEM_CENTER;
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for(int bit = 0; bit < 7; bit++)
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{
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int i = 1 << bit;
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if (n & i)
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{
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int select = 1 << (p.inven_icon - 1);
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double alpha = select == i ? 1.0 : 0.7;
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DrawImage(item_icons[bit+1], (x, y), align, alpha, scale:(scale, scale));
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if (select == i) DrawImage("ARROW", (Raze.isWW2GI()? x + 7.5 : x, Raze.isWW2GI()? y + 0.5 : y), align, alpha, scale:(scale, scale));
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x += 22;
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}
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}
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}
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//==========================================================================
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//
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// Statistics output
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//
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//==========================================================================
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void DoLevelStats(int bottomy, SummaryInfo info)
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{
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StatsPrintInfo stats;
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stats.fontscale = Raze.isRR() ? 0.5 : 1.;
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stats.screenbottomspace = bottomy;
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stats.statfont = SmallFont;
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if (Raze.isNamWW2GI())
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{
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// The stock font of these games is totally unusable for this.
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stats.statfont = ConFont;
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stats.spacing = ConFont.GetHeight() + 1;
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}
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if (automapMode == am_full)
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{
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bool textfont = am_textfont;
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if (!am_textfont)
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{
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// For non-English languages force use of the text font. The tiny one is simply too small to ever add localized characters to it.
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let p = StringTable.Localize("$REQUIRED_CHARACTERS");
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if (p.length() > 0) textfont = true;
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}
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if (!textfont)
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{
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stats.statfont = SmallFont2;
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stats.spacing = 6;
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}
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else stats.spacing = stats.statfont.GetHeight() + 1;
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stats.standardColor = (Raze.isNamWW2GI() && am_textfont)? Font.TEXTCOLOR_ORANGE : Font.TEXTCOLOR_UNTRANSLATED;
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stats.letterColor = Font.TEXTCOLOR_GOLD;
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PrintAutomapInfo(stats, textfont);
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}
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else if (hud_stats)
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{
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stats.spacing = Raze.isRR() ? 10 : 7;
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stats.letterColor = Font.TEXTCOLOR_ORANGE;
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if (Raze.isNamWW2GI())
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{
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stats.standardColor = Font.TEXTCOLOR_YELLOW;
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stats.completeColor = Font.TEXTCOLOR_FIRE;
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}
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else if (!Raze.isRR())
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{
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stats.standardColor = Font.TEXTCOLOR_CREAM;
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stats.completeColor = Font.TEXTCOLOR_FIRE;
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}
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else
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{
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stats.standardColor =
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stats.completeColor = Font.TEXTCOLOR_UNTRANSLATED;
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}
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PrintLevelStats(stats, info);
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}
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}
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}
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