Moved physics to the cEntity class from the derivative classes (cMonster, cPickup). Added physics override to cPlayer to disable physics calculations. Fixed bug with pitch calculations on mobs.
git-svn-id: http://mc-server.googlecode.com/svn/trunk@1400 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@@ -16,6 +16,7 @@
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#include "Item.h"
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#include "Root.h"
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#include "Tracer.h"
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#include "Chunk.h"
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#include "Vector3d.h"
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#include "Vector3f.h"
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@@ -27,13 +28,12 @@
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cPickup::cPickup(int a_MicroPosX, int a_MicroPosY, int a_MicroPosZ, const cItem & a_Item, float a_SpeedX /* = 0.f */, float a_SpeedY /* = 0.f */, float a_SpeedZ /* = 0.f */)
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: cEntity(etPickup, ((double)(a_MicroPosX)) / 32, ((double)(a_MicroPosY)) / 32, ((double)(a_MicroPosZ)) / 32)
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, m_Health(5)
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, m_bOnGround( false )
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, m_bReplicated( false )
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, m_Timer( 0.f )
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, m_Item(a_Item)
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, m_bCollected( false )
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{
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SetSpeed(a_SpeedX, a_SpeedY, a_SpeedZ);
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m_Gravity = -3.0;
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}
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@@ -62,10 +62,40 @@ void cPickup::SpawnOn(cClientHandle & a_Client)
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void cPickup::Tick(float a_Dt, cChunk & a_Chunk)
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{
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super::Tick(a_Dt, a_Chunk);
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BroadcastMovementUpdate(); //Notify clients of position
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m_Timer += a_Dt;
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a_Dt = a_Dt / 1000.f;
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if (m_bCollected)
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if (!m_bCollected)
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{
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int BlockX = (int) floor(GetPosX());
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int BlockY = (int) floor(GetPosY());
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int BlockZ = (int) floor(GetPosZ());
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//Position might have changed due to physics. So we have to make sure we have the correct chunk.
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cChunk * CurrentChunk = a_Chunk.GetNeighborChunk(BlockX,BlockZ);
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if (CurrentChunk != NULL) //Making sure the chunk is loaded
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{
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int RelBlockX = BlockX - (CurrentChunk->GetPosX() * cChunkDef::Width);
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int RelBlockZ = BlockZ - (CurrentChunk->GetPosZ() * cChunkDef::Width);
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BLOCKTYPE BlockBelow = CurrentChunk->GetBlock( RelBlockX, BlockY - 1, RelBlockZ );
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BLOCKTYPE BlockIn = CurrentChunk->GetBlock( RelBlockX, BlockY, RelBlockZ );
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if( IsBlockLava(BlockBelow) || BlockBelow == E_BLOCK_FIRE
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|| IsBlockLava(BlockIn) || BlockIn == E_BLOCK_FIRE )
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{
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m_bCollected = true;
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m_Timer = 0; //We have to reset the timer.
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m_Timer += a_Dt; //In case we have to destroy the pickup in the same tick.
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if (m_Timer > 500.f)
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{
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Destroy();
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return;
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}
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}
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}
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}
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else
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{
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if (m_Timer > 500.f) // 0.5 second
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{
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@@ -85,144 +115,6 @@ void cPickup::Tick(float a_Dt, cChunk & a_Chunk)
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Destroy();
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return;
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}
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if (!m_bReplicated || m_bDirtyPosition)
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{
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m_bReplicated = true;
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m_bDirtyPosition = false;
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GetWorld()->BroadcastTeleportEntity(*this);
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}
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}
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void cPickup::HandlePhysics(float a_Dt, cChunk & a_Chunk)
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{
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// TODO: Rewrite this function to use a_Chunk instead of m_World
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m_ResultingSpeed.Set(0.f, 0.f, 0.f);
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cWorld * World = GetWorld();
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a_Dt /= 1000; // Go from msec to sec, so that physics formulas work
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if (m_bOnGround) // check if it's still on the ground
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{
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int BlockX = (GetPosX() < 0) ? (int)GetPosX() - 1 : (int)GetPosX();
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int BlockZ = (GetPosZ() < 0) ? (int)GetPosZ() - 1 : (int)GetPosZ();
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char BlockBelow = World->GetBlock(BlockX, (int)GetPosY() - 1, BlockZ);
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if (BlockBelow == E_BLOCK_AIR || IsBlockWater(BlockBelow))
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{
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m_bOnGround = false;
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}
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char Block = World->GetBlock(BlockX, (int)GetPosY() - (int)m_bOnGround, BlockZ );
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char BlockIn = World->GetBlock(BlockX, (int)GetPosY(), BlockZ );
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if( IsBlockLava(Block) || Block == E_BLOCK_FIRE
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|| IsBlockLava(BlockIn) || BlockIn == E_BLOCK_FIRE)
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{
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m_bCollected = true;
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m_Timer = 0;
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return;
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}
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if( BlockIn != E_BLOCK_AIR && !IsBlockWater(BlockIn) ) // If in ground itself, push it out
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{
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m_bOnGround = true;
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AddPosY(0.2);
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m_bReplicated = false;
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}
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SetSpeedX(GetSpeedX() * 0.7f/(1+a_Dt));
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if( fabs(GetSpeedX()) < 0.05 ) SetSpeedX(0);
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SetSpeedZ(GetSpeedZ() * 0.7f/(1+a_Dt));
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if( fabs(GetSpeedZ()) < 0.05 ) SetSpeedZ(0);
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}
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// get flowing direction
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Direction WaterDir = World->GetWaterSimulator()->GetFlowingDirection((int) GetSpeedX() - 1, (int) GetSpeedY(), (int) GetSpeedZ() - 1);
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m_WaterSpeed *= 0.9f; //Keep old speed but lower it
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switch(WaterDir)
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{
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case X_PLUS:
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m_WaterSpeed.x = 1.f;
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m_bOnGround = false;
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break;
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case X_MINUS:
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m_WaterSpeed.x = -1.f;
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m_bOnGround = false;
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break;
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case Z_PLUS:
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m_WaterSpeed.z = 1.f;
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m_bOnGround = false;
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break;
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case Z_MINUS:
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m_WaterSpeed.z = -1.f;
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m_bOnGround = false;
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break;
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default:
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break;
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}
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m_ResultingSpeed += m_WaterSpeed;
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if (!m_bOnGround)
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{
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float Gravity = -9.81f * a_Dt;
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if (Gravity < -3) // Cap gravity-caused speed at 3 m / sec
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{
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Gravity = -3;
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}
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AddSpeedY(Gravity);
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// Set to hit position
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m_ResultingSpeed += GetSpeed();
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/*
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LOGD("Pickup #%d speed: {%.03f, %.03f, %.03f}, pos {%.02f, %.02f, %.02f}",
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m_UniqueID,
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m_ResultingSpeed.x, m_ResultingSpeed.y, m_ResultingSpeed.z,
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m_Pos.x, m_Pos.y, m_Pos.z
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);
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*/
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cTracer Tracer(GetWorld());
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int Ret = Tracer.Trace(GetPosition(), GetSpeed(), 2);
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if (Ret) // Oh noez! we hit something
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{
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if ((Tracer.RealHit - Vector3f(GetPosition())).SqrLength() <= ( m_ResultingSpeed * a_Dt ).SqrLength())
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{
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m_bReplicated = false; // It's only interesting to replicate when we actually hit something...
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if (Ret == 1)
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{
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if( Tracer.HitNormal.x != 0.f ) SetSpeedX(0.f);
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if( Tracer.HitNormal.y != 0.f ) SetSpeedY(0.f);
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if( Tracer.HitNormal.z != 0.f ) SetSpeedZ(0.f);
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if (Tracer.HitNormal.y > 0) // means on ground
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{
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m_bOnGround = true;
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}
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}
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SetPosition(Tracer.RealHit);
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AddPosition(Tracer.HitNormal * 0.2f);
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}
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else
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AddPosition(m_ResultingSpeed*a_Dt);
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}
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else
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{ // We didn't hit anything, so move =]
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AddPosition(m_ResultingSpeed*a_Dt);
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}
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}
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// Usable for debugging
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//SetPosition(m_Pos.x, m_Pos.y, m_Pos.z);
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}
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