mirror of
https://github.com/UberGames/EF2GameSource.git
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230 lines
5.8 KiB
C++
230 lines
5.8 KiB
C++
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//-----------------------------------------------------------------------------
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//
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// $Logfile:: /EF2/Code/DLLs/game/health.cpp $
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// $Revision:: 21 $
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// $Author:: Singlis $
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// $Date:: 9/26/03 2:36p $
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//
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// Copyright (C) 1997 by Ritual Entertainment, Inc.
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// All rights reserved.
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//
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// This source is may not be distributed and/or modified without
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// expressly written permission by Ritual Entertainment, Inc.
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//
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//
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// DESCRIPTION:
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// Health powerup
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//
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#include "_pch_cpp.h"
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#include "item.h"
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#include "inventoryitem.h"
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#include "sentient.h"
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#include "health.h"
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#include "weaputils.h"
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#include "player.h"
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#include "mp_manager.hpp"
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#include <qcommon/gameplaymanager.h>
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CLASS_DECLARATION( InventoryItem, HealthInventoryItem, "" )
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{
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{ &EV_InventoryItem_Use, &HealthInventoryItem::Use },
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{ &EV_ProcessGameplayData, &HealthInventoryItem::processGameplayData },
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{ NULL, NULL }
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};
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void HealthInventoryItem::Use( Event *ev )
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{
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Entity *other;
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Sentient *sen;
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//Event *event;
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str sound_name;
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other = ev->GetEntity( 1 );
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if ( !other || !other->isSubclassOf( Sentient ) )
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{
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return;
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}
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sen = ( Sentient * )other;
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GameplayManager *gpm = GameplayManager::getTheGameplayManager();
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if ( gpm->hasObject(getArchetype()) )
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{
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if ( gpm->hasFormula("HealthPotion") )
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{
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GameplayFormulaData fd(this);
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amount = gpm->calculate("HealthPotion", fd, sen->max_health);
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}
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str snd = gpm->getStringValue(getArchetype() + ".Use", "wav");
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if ( snd.length() )
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{
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int channel = CHAN_BODY;
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float volume = -1.0f;
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float mindist = -1.0f;
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if ( gpm->hasProperty(getArchetype() + ".Use","channel") )
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channel = (int)gpm->getFloatValue(getArchetype() + ".Use", "channel");
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if ( gpm->hasProperty(getArchetype() + ".Use","volume") )
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volume = (int)gpm->getFloatValue(getArchetype() + ".Use", "volume");
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if ( gpm->hasProperty(getArchetype() + ".Use","mindist") )
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mindist = (int)gpm->getFloatValue(getArchetype() + ".Use", "mindist");
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Sound(snd, channel, volume, mindist);
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}
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}
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sen->health += (float)amount;
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if ( sen->health > sen->max_health )
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{
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sen->health = sen->max_health;
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}
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// If we are on fire stop it
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sen->ProcessEvent( EV_Sentient_StopOnFire );
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// Spawn special effect around sentient
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// Uncomment if we need it
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/*sound_name = GetRandomAlias( "snd_use" );
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if ( sound_name )
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other->Sound( sound_name.c_str(), 0 );
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event = new Event( EV_AttachModel );
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event->AddString( "models/fx_tikifx2.tik" );
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event->AddString( "Bip01 Spine" );
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// set scale
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event->AddFloat( 1.0f );
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// set targetname
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event->AddString( "regen" );
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// set detach_at_death
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event->AddInteger( 1 );
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// set remove_time
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event->AddFloat( 2.0f );
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other->ProcessEvent( event );*/
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PostEvent( EV_Remove, 0.0f );
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}
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CLASS_DECLARATION( Item, Health, "health_020" )
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{
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{ &EV_Item_Pickup, &Health::PickupHealth },
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{ NULL, NULL }
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};
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Health::Health()
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{
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if ( multiplayerManager.checkFlag( MP_FLAG_NO_HEALTH ) )
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{
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PostEvent( EV_Remove, EV_REMOVE );
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return;
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}
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setAmount( 20 );
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item_name = "health";
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}
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void Health::PickupHealth( Event *ev )
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{
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Sentient *sen;
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Entity *other;
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other = ev->GetEntity( 1 );
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if ( !other || !other->isSubclassOf( Sentient ) )
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{
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return;
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}
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sen = ( Sentient * )other;
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if ( sen->health >= sen->max_health )
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return;
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if ( !ItemPickup( other, false ) )
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{
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return;
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}
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GameplayManager *gpm = GameplayManager::getTheGameplayManager();
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if ( gpm->hasObject(getArchetype()) )
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{
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if ( gpm->hasFormula("HealthPotion") )
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{
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GameplayFormulaData fd(this);
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amount = gpm->calculate("HealthPotion", fd, sen->max_health);
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}
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str snd = gpm->getStringValue(getArchetype() + ".Use", "wav");
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if ( snd.length() )
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{
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int channel = CHAN_BODY;
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float volume = -1.0f;
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float mindist = -1.0f;
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if ( gpm->hasProperty(getArchetype() + ".Use","channel") )
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channel = (int)gpm->getFloatValue(getArchetype() + ".Use", "channel");
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if ( gpm->hasProperty(getArchetype() + ".Use","volume") )
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volume = (int)gpm->getFloatValue(getArchetype() + ".Use", "volume");
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if ( gpm->hasProperty(getArchetype() + ".Use","mindist") )
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mindist = (int)gpm->getFloatValue(getArchetype() + ".Use", "mindist");
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Sound(snd, channel, volume, mindist);
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}
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}
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sen->health += (float)amount;
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if ( sen->health > sen->max_health )
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{
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sen->health = sen->max_health;
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}
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// If we are on fire stop it
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sen->ProcessEvent( EV_Sentient_StopOnFire );
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}
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//--------------------------------------------------------------
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//
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// Name: processGameplayData
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// Class: HealthInventoryItem
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//
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// Description: Called usually from the tiki file after all other
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// server side events are called.
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//
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// Parameters: Event *ev -- not used
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//
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// Returns: None
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//
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//--------------------------------------------------------------
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void HealthInventoryItem::processGameplayData( Event *ev )
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{
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GameplayManager *gpm = GameplayManager::getTheGameplayManager();
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if ( !gpm->hasObject(getArchetype()) )
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return;
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str objname = getArchetype();
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str useanim, usetype, usethread;
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if ( gpm->hasProperty(objname, "useanim") )
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useanim = gpm->getStringValue(objname, "useanim");
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if ( gpm->hasProperty(objname, "usethread") )
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usethread = gpm->getStringValue(objname, "usethread");
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if ( gpm->hasProperty(objname + ".Pickup", "icon") )
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usetype = gpm->getStringValue(objname + ".Pickup", "icon");
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// If any of these strings were set, add to our UseData object.
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if ( useanim.length() || usethread.length() || usetype.length() )
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{
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if ( !useData )
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useData = new UseData();
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useData->setUseAnim(useanim);
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useData->setUseThread(usethread);
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useData->setUseType(usetype);
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}
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}
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