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sounds.c: Factor out duplicate code into S_CalcDistAndAng().
The two instances in S_PlaySound3D() and S_Update() were slightly different as far as sequencing is concerned. However, I think making it the same has only benefits and may fix some popping sounds when starting to play a sound and updating it with a different distance value on the second buffer fill. git-svn-id: https://svn.eduke32.com/eduke32@2884 1a8010ca-5511-0410-912e-c29ae57300e0
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847c886c14
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1 changed files with 71 additions and 76 deletions
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@ -400,12 +400,61 @@ static inline int32_t find_free_slot(int32_t num)
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return j;
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}
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static int32_t S_CalcDistAndAng(int32_t i, int32_t num, int32_t camsect, int32_t camang,
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const vec3_t *cam, const vec3_t *pos,
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int32_t *sndistptr, int32_t *sndangptr)
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{
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int32_t sndang, sndist;
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int32_t explosion = 0;
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if (PN == APLAYER && sprite[i].yvel == screenpeek)
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{
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sndang = sndist = 0;
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}
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else
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{
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sndang = 2048 + camang - getangle(cam->x-pos->x, cam->y-pos->y);
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sndang &= 2047;
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sndist = FindDistance3D(cam->x-pos->x, cam->y-pos->y, (cam->z-pos->z)>>4);
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if ((g_sounds[num].m&16) == 0 && PN == MUSICANDSFX && SLT < 999 && (sector[SECT].lotag&0xff) < 9)
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sndist = divscale14(sndist, SHT+1);
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}
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sndist += g_sounds[num].vo;
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if (sndist < 0)
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sndist = 0;
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if (camsect > -1 && sndist && PN != MUSICANDSFX &&
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!cansee(cam->x,cam->y,cam->z-(24<<8),camsect, SX,SY,SZ-(24<<8),SECT))
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sndist += sndist>>5;
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switch (num)
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{
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case PIPEBOMB_EXPLODE:
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case LASERTRIP_EXPLODE:
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case RPG_EXPLODE:
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explosion = 1;
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if (sndist > 6144)
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sndist = 6144;
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break;
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}
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if ((g_sounds[num].m&16) || sndist < ((255-LOUDESTVOLUME)<<6))
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sndist = ((255-LOUDESTVOLUME)<<6);
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*sndistptr = sndist;
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*sndangptr = sndang;
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return explosion;
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}
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int32_t S_PlaySound3D(int32_t num, int32_t i, const vec3_t *pos)
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{
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const vec3_t *c;
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int32_t sndist, j = 0;
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int32_t cs;
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int32_t voice, sndang, ca, pitch;
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int32_t j = 0;
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int32_t cs, ca;
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int32_t sndist, sndang, explosionp;
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int32_t voice, pitch;
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const DukePlayer_t *const myps = g_player[myconnectindex].ps;
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const DukePlayer_t *peekps;
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@ -459,56 +508,34 @@ int32_t S_PlaySound3D(int32_t num, int32_t i, const vec3_t *pos)
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return -1;
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}
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c = &ud.camera;
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cs = ud.camerasect;
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ca = ud.cameraang;
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sndist = FindDistance3D((c->x-pos->x),(c->y-pos->y),(c->z-pos->z)>>4);
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if ((g_sounds[num].m&16) == 0 && PN == MUSICANDSFX && SLT < 999 && (sector[SECT].lotag&0xff) < 9)
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sndist = divscale14(sndist,(SHT+1));
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sndist += g_sounds[num].vo;
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if (sndist < 0) sndist = 0;
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if (cs > -1 && sndist && PN != MUSICANDSFX && !cansee(c->x,c->y,c->z-(24<<8),cs,SX,SY,SZ-(24<<8),SECT))
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sndist += sndist>>5;
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explosionp = S_CalcDistAndAng(i, num, cs, ca, &ud.camera, pos, &sndist, &sndang);
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pitch = get_sound_pitch(num);
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peekps = g_player[screenpeek].ps;
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switch (num)
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{
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case PIPEBOMB_EXPLODE:
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case LASERTRIP_EXPLODE:
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case RPG_EXPLODE:
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if (sndist > 6144)
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sndist = 6144;
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if (peekps->cursectnum > -1 && sector[peekps->cursectnum].lotag == 2)
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pitch -= 1024;
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break;
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default:
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if (sndist > 32767 && PN != MUSICANDSFX && (g_sounds[num].m & 3) == 0)
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return -1;
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if (peekps->cursectnum > -1 && sector[peekps->cursectnum].lotag == 2 && (g_sounds[num].m&4) == 0)
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pitch = -768;
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break;
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}
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if (peekps->sound_pitch)
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pitch += peekps->sound_pitch;
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if (g_sounds[num].num > 0 && PN != MUSICANDSFX)
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S_StopEnvSound(num, i);
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if (PN == APLAYER && sprite[i].yvel == screenpeek)
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sndang = sndist = 0;
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if (explosionp)
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{
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if (peekps->cursectnum > -1 && sector[peekps->cursectnum].lotag == 2)
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pitch -= 1024;
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}
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else
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{
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sndang = 2048 + ca - getangle(c->x-pos->x,c->y-pos->y);
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sndang &= 2047;
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if (sndist > 32767 && PN != MUSICANDSFX && (g_sounds[num].m & 3) == 0)
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return -1;
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if (peekps->cursectnum > -1 && sector[peekps->cursectnum].lotag == 2 && (g_sounds[num].m&4) == 0)
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pitch = -768;
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}
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if (g_sounds[num].num > 0 && PN != MUSICANDSFX)
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S_StopEnvSound(num, i);
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if (g_sounds[num].ptr == 0)
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{
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if (S_LoadSound(num) == 0)
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@ -521,9 +548,6 @@ int32_t S_PlaySound3D(int32_t num, int32_t i, const vec3_t *pos)
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else g_soundlocks[num]++;
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}
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if ((g_sounds[num].m&16) || sndist < ((255-LOUDESTVOLUME)<<6))
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sndist = ((255-LOUDESTVOLUME)<<6);
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j = find_free_slot(num);
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if (j >= MAXSOUNDINSTANCES)
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@ -708,8 +732,8 @@ void S_ChangeSoundPitch(int32_t num, int32_t i, int32_t pitchoffset)
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void S_Update(void)
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{
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vec3_t *s, *c;
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int32_t sndist,sndang,ca,cs;
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const vec3_t *c;
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int32_t ca,cs;
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int32_t num; // the sound index...
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S_Cleanup();
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@ -741,6 +765,7 @@ void S_Update(void)
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for (k=MAXSOUNDINSTANCES-1; k>=0; k--)
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{
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int32_t i = g_sounds[num].SoundOwner[k].ow;
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int32_t sndist, sndang;
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if ((unsigned)i >= MAXSPRITES || g_sounds[num].num == 0 || g_sounds[num].SoundOwner[k].voice <= FX_Ok)
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continue;
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@ -754,41 +779,11 @@ void S_Update(void)
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continue;
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}
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s = (vec3_t *)&sprite[i];
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if (PN == APLAYER && sprite[i].yvel == screenpeek)
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sndang = sndist = 0;
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else
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{
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sndang = 2048 + ca - getangle(c->x-s->x, c->y-s->y);
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sndang &= 2047;
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sndist = FindDistance3D(c->x-s->x, c->y-s->y, (c->z-s->z)>>4);
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if ((g_sounds[num].m&16) == 0 && PN == MUSICANDSFX && SLT < 999 && (sector[SECT].lotag&0xff) < 9)
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sndist = divscale14(sndist,(SHT+1));
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}
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sndist += g_sounds[num].vo;
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if (sndist < 0) sndist = 0;
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if (cs > -1 && sndist && PN != MUSICANDSFX && !cansee(c->x,c->y,c->z-(24<<8),cs,SX,SY,SZ-(24<<8),SECT))
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sndist += sndist>>5;
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S_CalcDistAndAng(i, num, cs, ca, c, (const vec3_t *)&sprite[i], &sndist, &sndang);
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if (PN == MUSICANDSFX && SLT < 999)
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g_numEnvSoundsPlaying++;
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switch (num)
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{
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case PIPEBOMB_EXPLODE:
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case LASERTRIP_EXPLODE:
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case RPG_EXPLODE:
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if (sndist > 6144)
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sndist = 6144;
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break;
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}
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if ((g_sounds[num].m&16) || sndist < ((255-LOUDESTVOLUME)<<6))
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sndist = ((255-LOUDESTVOLUME)<<6);
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FX_Pan3D(g_sounds[num].SoundOwner[k].voice, sndang>>4, sndist>>6);
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}
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}
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