Merge branch 'master' into utmovement
This commit is contained in:
commit
b4abb2e2ae
7 changed files with 36 additions and 22 deletions
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@ -47,7 +47,7 @@ This mod requires GZDoom 3.5.0 or later.
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## In progress
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- General polishing and bugfixing
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- General polishing, bugfixing and rebalancing
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- Add some more effects
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- Visual recoil affecting aim (time to recycle SM's A_Swing once again)
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- Lava/Slime footstep sounds?
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@ -65,6 +65,7 @@ This mod requires GZDoom 3.5.0 or later.
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scripted textures are implemented.
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- Add player models + weapon attachment support when that is also added in.
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- Add option to have UT-like player movement physics.
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- Migrate RandomSpawners to CheckReplacement.
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## Known bugs
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@ -411,8 +411,8 @@ Class BioGel : Actor
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s.args[3] = int(s.args[3]*Scale.x);
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invoker.deadtimer = -2;
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if ( invoker.atline ) invoker.atline.RemoteActivate(target,invoker.atside,SPAC_Impact,pos);
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UTMainHandler.DoBlast(self,Min(150,int(Scale.x*25)),20000*Scale.x);
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A_Explode(int(Random[GES](18,22)*max(1,(Scale.x-1)**2)),Min(150,int(Scale.x*25)));
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UTMainHandler.DoBlast(self,Min(250,int(Scale.x*75)),20000*Scale.x);
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A_Explode(int(Random[GES](18,26)*Scale.x),Min(250,int(Scale.x*75)));
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A_PlaySound("ges/explode",CHAN_VOICE);
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int numpt = Min(300,int(Scale.x*30))+Random[GES](-10,10);
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for ( int i=0; i<numpt; i++ )
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@ -123,16 +123,16 @@ Class UTRocket : Actor
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l.target = self;
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A_PlaySound("utrl/fly",CHAN_VOICE,1.0,true,2.5);
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}
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action void A_RocketExplode( int dmg )
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action void A_RocketExplode( int dmg, int rad )
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{
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bFORCEXYBILLBOARD = true;
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A_SetRenderStyle(1.0,STYLE_Add);
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A_SprayDecal("RocketBlast",150);
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A_NoGravity();
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A_SetScale(0.75);
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UTMainHandler.DoBlast(self,100,80000);
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A_Explode(dmg,100);
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A_QuakeEx(3,3,3,8,0,250,"",QF_RELATIVE|QF_SCALEDOWN,falloff:100,rollIntensity:0.2);
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UTMainHandler.DoBlast(self,rad,80000);
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A_Explode(dmg,rad);
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A_QuakeEx(3,3,3,8,0,rad+50,"",QF_RELATIVE|QF_SCALEDOWN,falloff:rad,rollIntensity:0.2);
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A_PlaySound("utrl/explode",CHAN_VOICE);
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A_AlertMonsters();
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Spawn("RocketExplLight",pos);
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@ -179,7 +179,7 @@ Class UTRocket : Actor
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}
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Wait;
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Death:
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TNT1 A 0 A_RocketExplode(Random[Eightball](90,115));
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TNT1 A 0 A_RocketExplode(Random[Eightball](90,120),220);
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SSMX ABCDEFGHIJ 2 Bright;
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Stop;
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}
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@ -232,7 +232,7 @@ Class UTGrenade : UTRocket
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}
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Goto Spawn;
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Death:
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TNT1 A 0 A_RocketExplode(Random[Eightball](90,120));
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TNT1 A 0 A_RocketExplode(Random[Eightball](100,150),200);
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Goto Super::Death+1;
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}
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}
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@ -385,9 +385,9 @@ Class FlakSlug : Actor
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A_SprayDecal("RocketBlast",150);
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A_NoGravity();
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A_SetScale(1.2);
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UTMainHandler.DoBlast(self,80,75000);
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A_Explode(Random[Flak](70,80),80);
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A_QuakeEx(4,4,4,8,0,200,"",QF_RELATIVE|QF_SCALEDOWN,falloff:80,rollIntensity:0.2);
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UTMainHandler.DoBlast(self,150,75000);
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A_Explode(Random[Flak](70,80),150);
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A_QuakeEx(4,4,4,8,0,250,"",QF_RELATIVE|QF_SCALEDOWN,falloff:150,rollIntensity:0.2);
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A_PlaySound("flak/explode",CHAN_VOICE);
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A_AlertMonsters();
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if ( !Tracer ) Spawn("SlugSmoke",pos);
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@ -58,6 +58,7 @@ Class DamageAmplifier : Powerup
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l = Spawn("DamageAmpLight",Owner.pos);
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l.target = Owner;
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l.master = self;
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if ( deathmatch ) EffectTics /= 2;
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}
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override void DoEffect()
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@ -185,8 +185,6 @@ Class Razor2Alt : Razor2
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{
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Default
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{
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DamageFunction 0;
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DamageType 'RipperAltDealth';
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BounceType "None";
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-CANBOUNCEWATER;
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+EXPLODEONWATER;
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@ -204,7 +202,7 @@ Class Razor2Alt : Razor2
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A_AlertMonsters();
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A_SprayDecal("RazorBlast",20);
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UTMainHandler.DoBlast(self,120,87000);
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A_Explode(Random[Ripper](30,50),120);
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A_Explode(Random[Ripper](30,50),180,damagetype:'RipperAltDeath');
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A_QuakeEx(3,3,3,10,0,180,"",QF_RELATIVE|QF_SCALEDOWN,falloff:120,rollIntensity:0.1);
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int numpt = Random[Ripper](10,20);
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Vector3 x = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
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@ -336,10 +336,10 @@ Class ShockBeam : Actor
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{
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if ( target ) target.TakeInventory('ShockAmmo',2);
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let b = t.Results.HitActor.target;
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UTMainHandler.DoBlast(b,300,70000);
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UTMainHandler.DoBlast(b,250,70000);
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b.ExplodeMissile(null,self);
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b.A_Explode(Random[ASMD](150,160),300);
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b.A_QuakeEx(6,6,6,60,0,1200,"",QF_RELATIVE|QF_SCALEDOWN,falloff:300,rollIntensity:0.2);
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b.A_Explode(Random[ASMD](150,180),250);
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b.A_QuakeEx(6,6,6,60,0,1200,"",QF_RELATIVE|QF_SCALEDOWN,falloff:250,rollIntensity:0.2);
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b.A_SprayDecal("BigShockMark1",100);
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b.A_SprayDecal("BigShockMark2",100);
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Spawn("ShockRifleWave",b.pos);
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@ -829,7 +829,7 @@ Class ShockBall : Actor
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action void A_BallExplode()
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{
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UTMainHandler.DoBlast(self,70,70000);
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A_Explode(Random[ASMD](40,50),70);
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A_Explode(Random[ASMD](50,60),70);
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A_SprayDecal("ShockMarkBig",16);
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Spawn("ShockExplLight",pos);
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A_SetScale(1.0);
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@ -1115,6 +1115,15 @@ Class EnhancedShockAmmo : Ammo
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{
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int ticcnt;
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override void PostBeginPlay()
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{
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Super.PostBeginPlay();
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if ( deathmatch )
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{
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MaxAmount /= 2;
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BackpackMaxAmount /= 2;
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}
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}
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override void Tick()
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{
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Super.Tick();
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@ -1129,9 +1138,9 @@ Class EnhancedShockAmmo : Ammo
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Tag "Enhanced Shock Core";
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Inventory.PickupMessage "You picked up an Enhanced Shock Core.";
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Inventory.Amount 5;
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Inventory.MaxAmount 25;
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Inventory.MaxAmount 50;
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Ammo.BackpackAmount 0;
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Ammo.BackpackMaxAmount 25;
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Ammo.BackpackMaxAmount 50;
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Ammo.DropAmount 2;
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}
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States
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@ -1155,6 +1164,11 @@ Class ViewSuperShockSpark : ViewShockSpark
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Class EnhancedShockRifle : UTWeapon replaces InvulnerabilitySphere
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{
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override void PostBeginPlay()
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{
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Super.PostBeginPlay();
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if ( deathmatch ) AmmoGive1 /= 2;
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}
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action void A_SShockFire()
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{
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Weapon weap = Weapon(invoker);
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@ -1247,7 +1261,7 @@ Class EnhancedShockRifle : UTWeapon replaces InvulnerabilitySphere
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Weapon.AmmoUse 1;
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Weapon.AmmoType2 "EnhancedShockAmmo";
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Weapon.AmmoUse2 1;
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Weapon.AmmoGive 25;
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Weapon.AmmoGive 50;
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UTWeapon.DropAmmo 5;
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+WEAPON.AMMO_OPTIONAL;
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+WEAPON.ALT_AMMO_OPTIONAL;
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