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- Fixed messed up formatting in savegamehelp.cpp
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10445635cf
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1 changed files with 90 additions and 90 deletions
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@ -680,97 +680,72 @@ CUSTOM_CVAR(Int, autosavecount, 4, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Int, quicksavenum, 0, CVAR_NOSET | CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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static int nextquicksave = -1;
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CUSTOM_CVAR(Int, quicksavecount, 4, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CUSTOM_CVAR(Int, quicksavecount, 4, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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{
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if (self < 1)
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self = 1;
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}
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void DoLoadGame(const char* name)
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{
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gi->FreeLevelData();
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if (ReadSavegame(name))
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{
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gameaction = ga_level;
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}
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else
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{
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I_Error("%s: Failed to open savegame", name);
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}
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}
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void DoLoadGame(const char* name)
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{
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gi->FreeLevelData();
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if (ReadSavegame(name))
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{
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gameaction = ga_level;
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}
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else
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{
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I_Error("%s: Failed to open savegame", name);
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}
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}
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void G_LoadGame(const char* name, bool hidecon)
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{
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if (name != NULL)
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{
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savename = name;
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gameaction = !hidecon ? ga_loadgame : ga_loadgamehidecon;
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}
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}
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void G_LoadGame(const char* name, bool hidecon)
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{
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if (name != NULL)
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{
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savename = name;
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gameaction = !hidecon ? ga_loadgame : ga_loadgamehidecon;
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}
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}
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void G_DoLoadGame()
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{
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if (gameaction == ga_loadgamehidecon && gamestate == GS_FULLCONSOLE)
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{
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// does this even do anything anymore?
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gamestate = GS_HIDECONSOLE;
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}
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void G_DoLoadGame()
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{
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if (gameaction == ga_loadgamehidecon && gamestate == GS_FULLCONSOLE)
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{
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// does this even do anything anymore?
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gamestate = GS_HIDECONSOLE;
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}
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DoLoadGame(savename);
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BackupSaveGame = savename;
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}
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DoLoadGame(savename);
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BackupSaveGame = savename;
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}
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extern bool sendsave;
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extern FString savedescription;
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extern FString savegamefile;
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extern bool sendsave;
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extern FString savedescription;
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extern FString savegamefile;
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void G_SaveGame(const char* filename, const char* description)
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{
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if (sendsave || gameaction == ga_savegame)
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{
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Printf("%s\n", GStrings("TXT_SAVEPENDING"));
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}
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else if (gamestate != GS_LEVEL)
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{
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Printf("%s\n", GStrings("TXT_NOTINLEVEL"));
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}
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else if (!gi->CanSave())
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{
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Printf("%s\n", GStrings("TXT_SPPLAYERDEAD"));
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}
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else
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{
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savegamefile = filename;
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savedescription = description;
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sendsave = true;
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void startSaveGame(int player, uint8_t** stream, bool skip)
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{
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auto s = ReadString(stream);
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savegamefile = s;
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delete[] s;
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s = ReadString(stream);
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savedescription = s;
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if (!skip && gi->CanSave())
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{
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if (player != consoleplayer)
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{
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// Paths sent over the network will be valid for the system that sent
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// the save command. For other systems, the path needs to be changed.
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savegamefile = G_BuildSaveName(ExtractFileBase(savegamefile, true));
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}
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gameaction = ga_savegame;
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}
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}
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void G_SaveGame(const char* filename, const char* description)
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{
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if (sendsave || gameaction == ga_savegame)
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{
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Printf("%s\n", GStrings("TXT_SAVEPENDING"));
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}
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else if (gamestate != GS_LEVEL)
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{
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Printf("%s\n", GStrings("TXT_NOTINLEVEL"));
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}
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else if (!gi->CanSave())
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{
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Printf("%s\n", GStrings("TXT_SPPLAYERDEAD"));
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}
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else
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{
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savegamefile = filename;
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savedescription = description;
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sendsave = true;
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}
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}
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//---------------------------------------------------------------------------
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//
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@ -778,15 +753,40 @@ static int nextquicksave = -1;
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//
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//---------------------------------------------------------------------------
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void G_DoSaveGame(bool ok4q, bool forceq, const char* fn, const char* desc)
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{
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if (WriteSavegame(fn, desc))
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{
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savegameManager.NotifyNewSave(fn, desc, ok4q, forceq);
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Printf(PRINT_NOTIFY, "%s\n", GStrings("GGSAVED"));
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BackupSaveGame = fn;
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}
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}
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void startSaveGame(int player, uint8_t** stream, bool skip)
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{
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auto s = ReadString(stream);
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savegamefile = s;
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delete[] s;
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s = ReadString(stream);
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savedescription = s;
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if (!skip && gi->CanSave())
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{
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if (player != consoleplayer)
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{
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// Paths sent over the network will be valid for the system that sent
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// the save command. For other systems, the path needs to be changed.
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savegamefile = G_BuildSaveName(ExtractFileBase(savegamefile, true));
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}
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gameaction = ga_savegame;
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void G_DoSaveGame(bool ok4q, bool forceq, const char* fn, const char* desc)
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{
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if (WriteSavegame(fn, desc))
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{
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savegameManager.NotifyNewSave(fn, desc, ok4q, forceq);
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Printf(PRINT_NOTIFY, "%s\n", GStrings("GGSAVED"));
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BackupSaveGame = fn;
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}
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}
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//---------------------------------------------------------------------------
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//
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@ -794,7 +794,7 @@ static int nextquicksave = -1;
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//
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//---------------------------------------------------------------------------
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void M_Autosave()
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void M_Autosave()
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{
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if (disableautosave) return;
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if (!gi->CanSave()) return;
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