257 lines
4.7 KiB
C
257 lines
4.7 KiB
C
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/*
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Copyright (C) 2015 Parallel Realities
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "effects.h"
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static void setRandomFlameHue(Effect *e);
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void doEffects(void)
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{
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Effect *e;
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Effect *prev = &battle.effectHead;
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for (e = battle.effectHead.next ; e != NULL ; e = e->next)
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{
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e->x += e->dx;
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e->y += e->dy;
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e->x -= battle.ssx;
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e->y -= battle.ssy;
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e->health--;
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if (e->health <= 0)
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{
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if (--e->a <= 0)
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{
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if (e == battle.effectTail)
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{
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battle.effectTail = prev;
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}
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prev->next = e->next;
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free(e);
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e = prev;
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}
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}
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prev = e;
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}
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}
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void drawEffects(void)
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{
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Effect *e;
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SDL_SetRenderDrawBlendMode(app.renderer, SDL_BLENDMODE_BLEND);
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for (e = battle.effectHead.next ; e != NULL ; e = e->next)
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{
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SDL_SetRenderDrawColor(app.renderer, e->r, e->g, e->b, e->a);
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SDL_SetTextureBlendMode(e->texture, SDL_BLENDMODE_ADD);
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SDL_SetTextureAlphaMod(e->texture, e->a);
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switch (e->type)
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{
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case EFFECT_LINE:
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SDL_RenderDrawLine(app.renderer, e->x, e->y, e->x + (e->dx * 3), e->y + (e->dy * 3));
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break;
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case EFFECT_TEXTURE:
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SDL_SetTextureColorMod(e->texture, e->r, e->g, e->b);
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blitScaled(e->texture, e->x, e->y, e->size, e->size);
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break;
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case EFFECT_HALO:
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break;
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}
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}
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SDL_SetRenderDrawBlendMode(app.renderer, SDL_BLENDMODE_NONE);
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}
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void addSmallFighterExplosion(void)
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{
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Effect *e;
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SDL_Texture *t = getTexture("gfx/battle/explosion.png");
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e = malloc(sizeof(Effect));
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memset(e, 0, sizeof(Effect));
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battle.effectTail->next = e;
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battle.effectTail = e;
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e->type = EFFECT_TEXTURE;
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e->x = self->x + (rand() % 16 - rand() % 16);
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e->y = self->y + (rand() % 16 - rand() % 16);
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e->texture = t;
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e->health = 0;
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e->size = 32;
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setRandomFlameHue(e);
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e->a = 128 + (rand() % 128);
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e->x -= e->size / 2;
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e->y -= e->size / 2;
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}
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void addFighterExplosion(void)
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{
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int i;
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Effect *e;
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SDL_Texture *t = getTexture("gfx/battle/explosion.png");
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for (i = 0 ; i < 32 ; i++)
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{
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e = malloc(sizeof(Effect));
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memset(e, 0, sizeof(Effect));
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battle.effectTail->next = e;
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battle.effectTail = e;
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e->type = EFFECT_TEXTURE;
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e->x = self->x;
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e->y = self->y;
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e->dx = (rand() % 25) - (rand() % 25);
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e->dx *= 0.025;
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e->dy = (rand() % 25) - (rand() % 25);
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e->dy *= 0.025;
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e->texture = t;
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e->health = 0;
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e->size = 32 + (rand() % 64);
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e->r = 255;
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setRandomFlameHue(e);
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e->a = 128 + (rand() % 128);
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e->x -= e->size / 2;
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e->y -= e->size / 2;
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}
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for (i = 0 ; i < 96 ; i++)
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{
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e = malloc(sizeof(Effect));
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memset(e, 0, sizeof(Effect));
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battle.effectTail->next = e;
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battle.effectTail = e;
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e->type = EFFECT_LINE;
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e->x = self->x;
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e->y = self->y;
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e->dx = rand() % 64 - rand() % 64;
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e->dx *= 0.1;
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e->dy = rand() % 64 - rand() % 64;
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e->dy *= 0.1;
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e->health = FPS / 2;
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e->a = 128;
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setRandomFlameHue(e);
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}
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}
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static void setRandomFlameHue(Effect *e)
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{
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e->r = 255;
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switch (rand() % 4)
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{
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case 0:
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break;
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case 1:
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e->g = 128;
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break;
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case 2:
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e->g = 255;
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break;
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case 3:
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e->g = e->b = 255;
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break;
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}
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}
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void addEngineEffect(void)
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{
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Effect *e;
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e = malloc(sizeof(Effect));
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memset(e, 0, sizeof(Effect));
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battle.effectTail->next = e;
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battle.effectTail = e;
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e->type = EFFECT_TEXTURE;
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e->x = self->x;
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e->y = self->y;
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e->x -= sin(TO_RAIDANS(self->angle)) * 16;
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e->y -= -cos(TO_RAIDANS(self->angle)) * 16;
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e->x += rand() % 4;
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e->x -= rand() % 4;
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e->texture = getTexture("gfx/battle/explosion.png");
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e->health = 0;
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e->size = 16;
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e->r = 128;
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e->g = 128;
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e->b = 255;
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e->a = 64;
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e->x -= e->size / 2;
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e->y -= e->size / 2;
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}
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void addMissileEngineEffect(Bullet *b)
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{
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Effect *e;
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e = malloc(sizeof(Effect));
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memset(e, 0, sizeof(Effect));
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battle.effectTail->next = e;
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battle.effectTail = e;
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e->type = EFFECT_TEXTURE;
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e->x = b->x;
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e->y = b->y;
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e->x -= sin(TO_RAIDANS(b->angle)) * 10;
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e->y -= -cos(TO_RAIDANS(b->angle)) * 10;
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e->x += rand() % 4;
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e->x -= rand() % 4;
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e->texture = getTexture("gfx/battle/explosion.png");
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e->health = 0;
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e->size = 12;
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setRandomFlameHue(e);
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e->a = 128;
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e->x -= e->size / 2;
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e->y -= e->size / 2;
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}
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