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- restored floating point pusher code.
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parent
9145181b79
commit
0283df4c42
2 changed files with 31 additions and 50 deletions
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@ -1,6 +1,7 @@
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#ifndef __P_MAPUTL_H
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#define __P_MAPUTL_H
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#include <float.h>
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#include "r_defs.h"
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#include "doomstat.h"
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#include "m_bbox.h"
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@ -56,9 +56,8 @@ public:
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int CheckForSectorMatch (EPusher type, int tag);
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void ChangeValues (int magnitude, int angle)
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{
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angle_t ang = ((angle_t)(angle<<24)) >> ANGLETOFINESHIFT;
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m_Xmag = (magnitude * finecosine[ang]) >> FRACBITS;
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m_Ymag = (magnitude * finesine[ang]) >> FRACBITS;
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DAngle ang = angle * (360. / 256.);
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m_PushVec = ang.ToVector(magnitude);
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m_Magnitude = magnitude;
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}
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@ -67,12 +66,9 @@ public:
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protected:
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EPusher m_Type;
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TObjPtr<AActor> m_Source;// Point source if point pusher
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int m_Xmag; // X Strength
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int m_Ymag; // Y Strength
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int m_Magnitude; // Vector strength for point pusher
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int m_Radius; // Effective radius for point pusher
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int m_X; // X of point source if point pusher
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int m_Y; // Y of point source if point pusher
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DVector2 m_PushVec;
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double m_Magnitude; // Vector strength for point pusher
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double m_Radius; // Effective radius for point pusher
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int m_Affectee; // Number of affected sector
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friend bool PIT_PushThing (AActor *thing);
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@ -100,12 +96,9 @@ void DPusher::Serialize (FArchive &arc)
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Super::Serialize (arc);
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arc << m_Type
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<< m_Source
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<< m_Xmag
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<< m_Ymag
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<< m_PushVec
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<< m_Magnitude
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<< m_Radius
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<< m_X
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<< m_Y
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<< m_Affectee;
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}
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@ -155,7 +148,7 @@ void DPusher::Serialize (FArchive &arc)
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// types 1 & 2 is the sector containing the MT_PUSH/MT_PULL Thing.
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#define PUSH_FACTOR 7
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#define PUSH_FACTOR 128
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/////////////////////////////
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//
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@ -168,9 +161,8 @@ DPusher::DPusher (DPusher::EPusher type, line_t *l, int magnitude, int angle,
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m_Type = type;
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if (l)
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{
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m_Xmag = l->dx>>FRACBITS;
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m_Ymag = l->dy>>FRACBITS;
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m_Magnitude = P_AproxDistance (m_Xmag, m_Ymag);
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m_PushVec = l->Delta();
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m_Magnitude = m_PushVec.Length();
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}
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else
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{ // [RH] Allow setting magnitude and angle with parameters
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@ -178,9 +170,7 @@ DPusher::DPusher (DPusher::EPusher type, line_t *l, int magnitude, int angle,
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}
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if (source) // point source exist?
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{
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m_Radius = (m_Magnitude) << (FRACBITS+1); // where force goes to zero
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m_X = m_Source->X();
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m_Y = m_Source->Y();
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m_Radius = m_Magnitude * 2; // where force goes to zero
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}
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m_Affectee = affectee;
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}
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@ -204,8 +194,7 @@ void DPusher::Tick ()
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sector_t *sec;
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AActor *thing;
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msecnode_t *node;
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int xspeed,yspeed;
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int ht;
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double ht;
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if (!var_pushers)
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return;
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@ -243,7 +232,7 @@ void DPusher::Tick ()
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// point pusher. Crosses sectors, so use blockmap.
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FPortalGroupArray check(FPortalGroupArray::PGA_NoSectorPortals); // no sector portals because this thing is utterly z-unaware.
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FMultiBlockThingsIterator it(check, m_X, m_Y, 0, 0, m_Radius, false, m_Source->Sector);
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FMultiBlockThingsIterator it(check, m_Source, FLOAT2FIXED(m_Radius));
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FMultiBlockThingsIterator::CheckResult cres;
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@ -262,22 +251,18 @@ void DPusher::Tick ()
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if ((pusharound) )
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{
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int sx = m_X;
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int sy = m_Y;
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int dist = thing->AproxDistance (sx, sy);
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int speed = (m_Magnitude - ((dist>>FRACBITS)>>1))<<(FRACBITS-PUSH_FACTOR-1);
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DVector2 pos = m_Source->Vec2To(thing);
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double dist = pos.Length();
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double speed = (m_Magnitude - (dist/2)) / (PUSH_FACTOR * 2);
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// If speed <= 0, you're outside the effective radius. You also have
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// to be able to see the push/pull source point.
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if ((speed > 0) && (P_CheckSight (thing, m_Source, SF_IGNOREVISIBILITY)))
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{
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angle_t pushangle = thing->AngleTo(sx, sy);
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if (m_Source->GetClass()->TypeName == NAME_PointPusher)
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pushangle += ANG180; // away
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pushangle >>= ANGLETOFINESHIFT;
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thing->vel.x += FixedMul (speed, finecosine[pushangle]);
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thing->vel.y += FixedMul (speed, finesine[pushangle]);
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DAngle pushangle = pos.Angle();
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if (m_Source->GetClass()->TypeName == NAME_PointPuller) pushangle += 180;
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thing->Thrust(pushangle, speed);
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}
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}
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}
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@ -294,38 +279,35 @@ void DPusher::Tick ()
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continue;
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sector_t *hsec = sec->GetHeightSec();
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fixedvec3 pos = thing->PosRelative(sec);
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fixedvec3 pos = thing->_f_PosRelative(sec);
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DVector2 pushvel;
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if (m_Type == p_wind)
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{
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if (hsec == NULL)
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{ // NOT special water sector
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if (thing->Z() > thing->floorz) // above ground
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{
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xspeed = m_Xmag; // full force
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yspeed = m_Ymag;
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pushvel = m_PushVec; // full force
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}
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else // on ground
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{
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xspeed = (m_Xmag)>>1; // half force
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yspeed = (m_Ymag)>>1;
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pushvel = m_PushVec / 2; // half force
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}
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}
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else // special water sector
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{
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ht = hsec->floorplane.ZatPoint(pos);
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ht = hsec->floorplane.ZatPointF(pos);
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if (thing->Z() > ht) // above ground
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{
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xspeed = m_Xmag; // full force
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yspeed = m_Ymag;
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pushvel = m_PushVec; // full force
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}
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else if (thing->player->viewz < ht) // underwater
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{
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xspeed = yspeed = 0; // no force
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pushvel.Zero(); // no force
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}
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else // wading in water
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{
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xspeed = (m_Xmag)>>1; // half force
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yspeed = (m_Ymag)>>1;
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pushvel = m_PushVec / 2; // full force
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}
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}
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}
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@ -341,18 +323,16 @@ void DPusher::Tick ()
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{ // special water sector
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floor = &hsec->floorplane;
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}
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if (thing->Z() > floor->ZatPoint(pos))
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if (thing->Z() > floor->ZatPointF(pos))
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{ // above ground
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xspeed = yspeed = 0; // no force
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pushvel.Zero(); // no force
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}
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else
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{ // on ground/underwater
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xspeed = m_Xmag; // full force
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yspeed = m_Ymag;
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pushvel = m_PushVec; // full force
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}
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}
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thing->vel.x += xspeed<<(FRACBITS-PUSH_FACTOR);
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thing->vel.y += yspeed<<(FRACBITS-PUSH_FACTOR);
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thing->Vel += pushvel / PUSH_FACTOR;
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}
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}
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