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/*
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* OpenMW - The completely unofficial reimplementation of Morrowind
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*
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* This file (character.cpp) is part of the OpenMW package.
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*
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* OpenMW is distributed as free software: you can redistribute it
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* and/or modify it under the terms of the GNU General Public License
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* version 3, as published by the Free Software Foundation.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* version 3 along with this program. If not, see
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* http://www.gnu.org/licenses/ .
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*/
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#include "character.hpp"
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#include "../mwrender/animation.hpp"
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#include "../mwbase/environment.hpp"
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#include "../mwbase/soundmanager.hpp"
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#include "../mwworld/class.hpp"
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namespace MWMechanics
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{
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CharacterController::CharacterController(const MWWorld::Ptr &ptr, MWRender::Animation *anim, CharacterState state, bool loop)
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: mPtr(ptr), mAnimation(anim), mDirection(Ogre::Vector3::ZERO), mState(state), mSkipAnim(false), mLoop(loop)
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{
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if(mAnimation)
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mAnimNames = mAnimation->getAnimationNames();
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if(mAnimNames.size() == 0)
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{
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mAnimation = NULL;
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return;
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}
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mAnimation->setController(this);
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setState(mState, loop);
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}
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CharacterController::CharacterController(const CharacterController &rhs)
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: mPtr(rhs.mPtr), mAnimation(rhs.mAnimation), mAnimNames(rhs.mAnimNames)
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, mAnimQueue(rhs.mAnimQueue), mCurrentGroup(rhs.mCurrentGroup)
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, mDirection(rhs.mDirection), mState(rhs.mState), mSkipAnim(rhs.mSkipAnim)
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, mLoop(rhs.mLoop)
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{
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if(mAnimNames.size() == 0)
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return;
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/* We've been copied. Update the animation with the new controller. */
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mAnimation->setController(this);
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}
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void CharacterController::markerEvent(float time, const std::string &evt)
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{
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if(evt.compare(0, 7, "sound: ") == 0)
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{
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MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
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sndMgr->playSound3D(mPtr, evt.substr(7), 1.0f, 1.0f);
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return;
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}
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if(evt.compare(0, 10, "soundgen: ") == 0)
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{
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// FIXME: Lookup the SoundGen (SNDG) for the specified sound that corresponds
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// to this actor type
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return;
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}
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std::string::size_type ms = mCurrentGroup.length()+2;
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if(evt.length() <= ms || evt.compare(0, ms-2, mCurrentGroup) != 0 || evt.compare(ms-2, 2, ": ") != 0)
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{
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std::cerr<< "Event \""<<evt<<"\" does not belong to group \""<<mCurrentGroup<<"\"" <<std::endl;
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return;
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}
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if(evt.compare(ms, evt.length()-ms, "loop stop") == 0)
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{
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if(mAnimQueue.size() == 0)
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{
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if(time > 0.0f && mLoop)
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mAnimation->play(mCurrentGroup, "loop start");
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}
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else if(mAnimQueue.size() >= 2 && mAnimQueue[0] == mAnimQueue[1])
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{
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mAnimQueue.pop_front();
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mAnimation->play(mCurrentGroup, "loop start");
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}
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return;
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}
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if(evt.compare(ms, evt.length()-ms, "stop") == 0)
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{
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if(mAnimQueue.size() == 0)
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{
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if(time > 0.0f && mLoop)
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mAnimation->play(mCurrentGroup, "loop start");
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}
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else if(mAnimQueue.size() >= 2 && mAnimQueue[0] == mAnimQueue[1])
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{
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mAnimQueue.pop_front();
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mAnimation->play(mCurrentGroup, "loop start");
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}
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else if(mAnimQueue.size() > 0)
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{
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mAnimQueue.pop_front();
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if(mAnimQueue.size() > 0)
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{
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mCurrentGroup = mAnimQueue.front();
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mAnimation->play(mCurrentGroup, "start");
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}
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}
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return;
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}
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}
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void CharacterController::setDirection(const Ogre::Vector3 &dir)
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{
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// HACK: The direction length we get is too large.
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float mult = dir.length() / 32.0f;
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mult = std::max(1.0f, mult);
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if(mAnimation)
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mAnimation->setSpeedMult(mult);
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mDirection = dir.normalisedCopy();
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}
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Ogre::Vector3 CharacterController::update(float duration)
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{
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Ogre::Vector3 movement = Ogre::Vector3::ZERO;
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if(mAnimation && !mSkipAnim)
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movement += mAnimation->runAnimation(duration);
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mSkipAnim = false;
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if(!(getState() == CharState_SpecialIdle || getState() == CharState_Idle ||
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getState() == CharState_Dead))
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{
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movement = mDirection * movement.length();
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}
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return movement;
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}
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void CharacterController::playGroup(const std::string &groupname, int mode, int count)
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{
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if(std::find(mAnimNames.begin(), mAnimNames.end(), groupname) != mAnimNames.end())
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{
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count = std::max(count, 1);
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if(mode != 0 || mAnimQueue.size() == 0)
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{
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mAnimQueue.clear();
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while(count-- > 0)
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mAnimQueue.push_back(groupname);
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mCurrentGroup = groupname;
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mState = CharState_SpecialIdle;
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mLoop = false;
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mAnimation->setAccumulation(Ogre::Vector3::ZERO);
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mAnimation->play(mCurrentGroup, ((mode==2) ? "loop start" : "start"));
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}
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else if(mode == 0)
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{
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mAnimQueue.resize(1);
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while(count-- > 0)
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mAnimQueue.push_back(groupname);
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}
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}
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}
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void CharacterController::skipAnim()
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{
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mSkipAnim = true;
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}
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void CharacterController::setState(CharacterState state, bool loop)
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{
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mState = state;
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mLoop = loop;
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if(mAnimNames.size() == 0)
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return;
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mAnimQueue.clear();
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switch(mState)
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{
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case CharState_SpecialIdle:
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break;
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case CharState_Idle:
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mCurrentGroup = "idle";
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mAnimation->setAccumulation(Ogre::Vector3::ZERO);
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mAnimation->play(mCurrentGroup, "start");
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break;
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case CharState_WalkForward:
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mCurrentGroup = "walkforward";
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mAnimation->setAccumulation(Ogre::Vector3(0.0f, 1.0f, 0.0f));
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mAnimation->play(mCurrentGroup, "start");
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break;
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case CharState_WalkBack:
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mCurrentGroup = "walkback";
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mAnimation->setAccumulation(Ogre::Vector3(0.0f, 1.0f, 0.0f));
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mAnimation->play(mCurrentGroup, "start");
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break;
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case CharState_Dead:
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mCurrentGroup = "death1";
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mAnimation->setAccumulation(Ogre::Vector3(1.0f, 1.0f, 0.0f));
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mAnimation->play(mCurrentGroup, "start");
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break;
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}
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}
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}
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