mirror of
https://github.com/PhantomGamesDevelopment/TWM2.git
synced 2026-01-19 19:44:47 +00:00
226 lines
6.5 KiB
C#
226 lines
6.5 KiB
C#
datablock SeekerProjectileData(StingerMissile) {
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casingShapeName = "weapon_missile_casement.dts";
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projectileShapeName = "weapon_missile_projectile.dts";
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hasDamageRadius = true;
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indirectDamage = 1.4; //Requires Lock
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damageRadius = 18.0;
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radiusDamageType = $DamageType::Stinger;
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kickBackStrength = 1000;
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ImageSource = "StingerImage";
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explosion = "SatchelMainExplosion";
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splash = MissileSplash;
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velInheritFactor = 1.0; // to compensate for slow starting velocity, this value
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// is cranked up to full so the missile doesn't start
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// out behind the player when the player is moving
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// very quickly - bramage
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baseEmitter = MissileSmokeEmitter;
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delayEmitter = MissileFireEmitter;
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puffEmitter = MissilePuffEmitter;
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bubbleEmitter = GrenadeBubbleEmitter;
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bubbleEmitTime = 1.0;
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exhaustEmitter = MissileLauncherExhaustEmitter;
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exhaustTimeMs = 300;
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exhaustNodeName = "muzzlePoint1";
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lifetimeMS = 30000;
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muzzleVelocity = 10.0;
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maxVelocity = 150.0;
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turningSpeed = 110.0;
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acceleration = 350.0;
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proximityRadius = 3;
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terrainAvoidanceSpeed = 180;
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terrainScanAhead = 25;
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terrainHeightFail = 12;
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terrainAvoidanceRadius = 100;
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flareDistance = 200;
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flareAngle = 30;
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sound = MissileProjectileSound;
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hasLight = true;
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lightRadius = 5.0;
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lightColor = "0.2 0.05 0";
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useFlechette = true;
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flechetteDelayMs = 550;
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casingDeb = FlechetteDebris;
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explodeOnWaterImpact = false;
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};
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//--------------------------------------------------------------------------
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// Ammo
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//--------------------------------------
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datablock ItemData(StingerAmmo) {
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className = Ammo;
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catagory = "Ammo";
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shapeFile = "ammo_missile.dts";
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mass = 1;
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elasticity = 0.2;
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friction = 0.6;
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pickupRadius = 2;
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pickUpName = "some Stinger rockets";
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computeCRC = true;
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};
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//--------------------------------------------------------------------------
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// Weapon
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//--------------------------------------
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datablock ItemData(Stinger) {
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className = Weapon;
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catagory = "Spawn Items";
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shapeFile = "weapon_mortar.dts";
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image = StingerImage;
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mass = 1;
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elasticity = 0.2;
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friction = 0.6;
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pickupRadius = 2;
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pickUpName = "a Stinger launcher";
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computeCRC = true;
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emap = true;
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};
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datablock ShapeBaseImageData(StingerImage) {
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className = WeaponImage;
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shapeFile = "weapon_grenade_launcher.dts";
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item = Stinger;
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ammo = StingerAmmo;
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offset = "0 0 0";
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armThread = lookms;
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emap = true;
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projectile = StingerMissile;
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projectileType = SeekerProjectile;
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isSeeker = true;
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seekRadius = 700;
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maxSeekAngle = 8;
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seekTime = 0.5;
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minSeekHeat = 0.01; // the heat that must be present on a target to lock it.
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//ClipStuff
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ClipName = "StingerClip";
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ClipPickupName["StingerClip"] = "A Few Stinger Missiles";
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ShowsClipInHud = 1;
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ClipReloadTime = 4;
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ClipReturn = 1;
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InitialClips = 4;
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//
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HasChallenges = 1;
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ChallengeCt = 7;
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Challenge[1] = "Stinger Hunter\t100\t500\tNone";
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Challenge[2] = "Stinger Expert\t250\t1000\tNone";
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Challenge[3] = "Stinger Mastery\t500\t2500\tNone";
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Challenge[4] = "Stinger Bronze Commendation\t1000\t10000\tNone";
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Challenge[5] = "Stinger Silver Commendation\t2500\t25000\tNone";
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Challenge[6] = "Stinger Gold Commendation\t5000\t50000\tNone";
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Challenge[7] = "Stinger Titan Commendation\t10000\t75000\tNone";
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GunName = "Stinger";
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RankRequire = $TWM2::RankRequire["Stinger"];
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// only target objects outside this range
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minTargetingDistance = 80;
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stateName[0] = "Activate";
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stateTransitionOnTimeout[0] = "ActivateReady";
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stateTimeoutValue[0] = 0.5;
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stateSequence[0] = "Activate";
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stateSound[0] = MissileSwitchSound;
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stateName[1] = "ActivateReady";
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stateTransitionOnLoaded[1] = "Ready";
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stateTransitionOnNoAmmo[1] = "NoAmmo";
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stateName[2] = "Ready";
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stateTransitionOnNoAmmo[2] = "NoAmmo";
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stateTransitionOnTriggerDown[2] = "CheckWet";
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stateName[3] = "Fire";
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stateTransitionOnTimeout[3] = "Reload";
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stateTimeoutValue[3] = 0.4;
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stateFire[3] = true;
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stateRecoil[3] = LightRecoil;
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stateAllowImageChange[3] = false;
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stateSequence[3] = "Fire";
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stateScript[3] = "onFire";
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stateSound[3] = MissileFireSound;
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stateName[4] = "Reload";
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stateTransitionOnNoAmmo[4] = "NoAmmo";
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stateTransitionOnTimeout[4] = "Ready";
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stateTimeoutValue[4] = 2.5;
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stateAllowImageChange[4] = false;
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stateSequence[4] = "Reload";
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stateSound[4] = MissileReloadSound;
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stateName[5] = "NoAmmo";
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stateTransitionOnAmmo[5] = "Reload";
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stateSequence[5] = "NoAmmo";
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stateTransitionOnTriggerDown[5] = "DryFire";
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stateName[6] = "DryFire";
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stateSound[6] = MissileDryFireSound;
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stateTimeoutValue[6] = 1.0;
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stateTransitionOnTimeout[6] = "ActivateReady";
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stateName[7] = "CheckTarget";
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stateTransitionOnNoTarget[7] = "DryFire";
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stateTransitionOnTarget[7] = "Fire";
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stateName[8] = "CheckWet";
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stateTransitionOnWet[8] = "WetFire";
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stateTransitionOnNotWet[8] = "CheckTarget";
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stateName[9] = "WetFire";
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stateTransitionOnNoAmmo[9] = "NoAmmo";
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stateTransitionOnTimeout[9] = "Reload";
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stateSound[9] = MissileFireSound;
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stateRecoil[3] = LightRecoil;
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stateTimeoutValue[9] = 0.4;
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stateScript[9] = "onWetFire";
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stateAllowImageChange[9] = false;
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};
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function StingerImage::onFire(%data, %obj, %slot) {
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if(%obj.inv[%data.ammo] == 0) { //Added Phantom139, TWM2
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AttemptReload(%data, %obj, %slot);
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}
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%target = %obj.getLockedTarget();
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//requires lock
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if(%target) {
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%p = new (SeekerProjectile)() {
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dataBlock = StingerMissile;
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initialDirection = "0 0 10";
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initialPosition = %obj.getPosition();
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damageFactor = 1;
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sourceObject = %obj;
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};
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%p.WeaponImageSource = %data.getName();
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MissileSet.add(%p);
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%p.schedule(500, "setObjectTarget", %target);
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schedule(501, 0, "SetMissileTargeted", %target, %p);
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%obj.decInventory(%data.ammo,1);
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}
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else if(%obj.isLocked()) {
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return;
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}
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}
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