Directory restructuring to make it easier to version projects that don't build zdoom.exe.
SVN r4 (trunk)
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src/p_pillar.cpp
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203
src/p_pillar.cpp
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/*
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** p_pillar.cpp
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** Handles pillars
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2005 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "doomdef.h"
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#include "p_local.h"
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#include "p_spec.h"
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#include "g_level.h"
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#include "s_sndseq.h"
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IMPLEMENT_CLASS (DPillar)
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DPillar::DPillar ()
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{
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}
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void DPillar::Serialize (FArchive &arc)
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{
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Super::Serialize (arc);
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arc << m_Type
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<< m_FloorSpeed
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<< m_CeilingSpeed
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<< m_FloorTarget
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<< m_CeilingTarget
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<< m_Crush;
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}
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void DPillar::Tick ()
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{
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int r, s;
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fixed_t oldfloor, oldceiling;
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oldfloor = m_Sector->floorplane.d;
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oldceiling = m_Sector->ceilingplane.d;
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if (m_Type == pillarBuild)
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{
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r = MoveFloor (m_FloorSpeed, m_FloorTarget, m_Crush, 1);
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s = MoveCeiling (m_CeilingSpeed, m_CeilingTarget, m_Crush, -1);
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}
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else
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{
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r = MoveFloor (m_FloorSpeed, m_FloorTarget, m_Crush, -1);
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s = MoveCeiling (m_CeilingSpeed, m_CeilingTarget, m_Crush, 1);
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}
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if (r == pastdest && s == pastdest)
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{
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SN_StopSequence (m_Sector);
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Destroy ();
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}
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else
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{
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if (r == crushed)
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{
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MoveFloor (m_FloorSpeed, oldfloor, -1, -1);
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}
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if (s == crushed)
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{
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MoveCeiling (m_CeilingSpeed, oldceiling, -1, 1);
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}
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}
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}
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DPillar::DPillar (sector_t *sector, EPillar type, fixed_t speed,
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fixed_t floordist, fixed_t ceilingdist, int crush)
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: DMover (sector)
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{
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fixed_t newheight;
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vertex_t *spot;
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sector->floordata = sector->ceilingdata = this;
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setinterpolation (INTERP_SectorFloor, sector);
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setinterpolation (INTERP_SectorCeiling, sector);
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m_Type = type;
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m_Crush = crush;
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if (type == pillarBuild)
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{
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// If the pillar height is 0, have the floor and ceiling meet halfway
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if (floordist == 0)
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{
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newheight = (sector->CenterFloor () + sector->CenterCeiling ()) / 2;
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m_FloorTarget = sector->floorplane.PointToDist (sector->soundorg[0], sector->soundorg[1], newheight);
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m_CeilingTarget = sector->ceilingplane.PointToDist (sector->soundorg[0], sector->soundorg[1], newheight);
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floordist = newheight - sector->CenterFloor ();
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}
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else
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{
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newheight = sector->CenterFloor () + floordist;
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m_FloorTarget = sector->floorplane.PointToDist (sector->soundorg[0], sector->soundorg[1], newheight);
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m_CeilingTarget = sector->ceilingplane.PointToDist (sector->soundorg[0], sector->soundorg[1], newheight);
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}
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ceilingdist = sector->CenterCeiling () - newheight;
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}
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else
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{
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// If one of the heights is 0, figure it out based on the
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// surrounding sectors
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if (floordist == 0)
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{
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newheight = sector->FindLowestFloorSurrounding (&spot);
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m_FloorTarget = sector->floorplane.PointToDist (spot, newheight);
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floordist = sector->floorplane.ZatPoint (spot) - newheight;
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}
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else
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{
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newheight = sector->floorplane.ZatPoint (0, 0) - floordist;
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m_FloorTarget = sector->floorplane.PointToDist (0, 0, newheight);
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}
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if (ceilingdist == 0)
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{
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newheight = sector->FindHighestCeilingSurrounding (&spot);
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m_CeilingTarget = sector->ceilingplane.PointToDist (spot, newheight);
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ceilingdist = newheight - sector->ceilingplane.ZatPoint (spot);
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}
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else
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{
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newheight = sector->ceilingplane.ZatPoint (0, 0) + ceilingdist;
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m_CeilingTarget = sector->ceilingplane.PointToDist (0, 0, newheight);
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}
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}
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// The speed parameter applies to whichever part of the pillar
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// travels the farthest. The other part's speed is then set so
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// that it arrives at its destination at the same time.
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if (floordist > ceilingdist)
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{
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m_FloorSpeed = speed;
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m_CeilingSpeed = Scale (speed, ceilingdist, floordist);
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}
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else
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{
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m_CeilingSpeed = speed;
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m_FloorSpeed = Scale (speed, floordist, ceilingdist);
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}
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if (sector->seqType >= 0)
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SN_StartSequence (sector, sector->seqType, SEQ_PLATFORM);
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else
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SN_StartSequence (sector, "Floor");
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}
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bool EV_DoPillar (DPillar::EPillar type, int tag, fixed_t speed, fixed_t height,
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fixed_t height2, int crush)
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{
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bool rtn = false;
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int secnum = -1;
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while ((secnum = P_FindSectorFromTag (tag, secnum)) >= 0)
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{
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sector_t *sec = §ors[secnum];
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if (sec->floordata || sec->ceilingdata)
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continue;
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fixed_t flor, ceil;
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flor = sec->CenterFloor ();
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ceil = sec->CenterCeiling ();
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if (type == DPillar::pillarBuild && flor == ceil)
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continue;
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if (type == DPillar::pillarOpen && flor != ceil)
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continue;
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rtn = true;
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new DPillar (sec, type, speed, height, height2, crush);
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}
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return rtn;
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}
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