ddnet/src/game/editor/ed_layer_tiles.cpp

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#include <base/math.h>
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#include <engine/graphics.h>
#include <engine/textrender.h>
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#include <game/generated/client_data.h>
#include <game/client/render.h>
#include "ed_editor.h"
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CLayerTiles::CLayerTiles(int w, int h)
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{
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m_Type = LAYERTYPE_TILES;
m_pTypeName = "Tiles";
m_Width = w;
m_Height = h;
m_Image = -1;
m_TexId = -1;
m_Game = 0;
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m_pTiles = new CTile[m_Width*m_Height];
mem_zero(m_pTiles, m_Width*m_Height*sizeof(CTile));
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}
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CLayerTiles::~CLayerTiles()
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{
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delete [] m_pTiles;
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}
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void CLayerTiles::PrepareForSave()
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{
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for(int y = 0; y < m_Height; y++)
for(int x = 0; x < m_Width; x++)
m_pTiles[y*m_Width+x].m_Flags &= TILEFLAG_VFLIP|TILEFLAG_HFLIP;
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if(m_Image != -1)
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{
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for(int y = 0; y < m_Height; y++)
for(int x = 0; x < m_Width; x++)
m_pTiles[y*m_Width+x].m_Flags |= m_pEditor->m_Map.m_lImages[m_Image]->m_aTileFlags[m_pTiles[y*m_Width+x].m_Index];
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}
}
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void CLayerTiles::MakePalette()
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{
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for(int y = 0; y < m_Height; y++)
for(int x = 0; x < m_Width; x++)
m_pTiles[y*m_Width+x].m_Index = y*16+x;
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}
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void CLayerTiles::Render()
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{
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if(m_Image >= 0 && m_Image < m_pEditor->m_Map.m_lImages.size())
m_TexId = m_pEditor->m_Map.m_lImages[m_Image]->m_TexId;
Graphics()->TextureSet(m_TexId);
m_pEditor->RenderTools()->RenderTilemap(m_pTiles, m_Width, m_Height, 32.0f, vec4(1,1,1,1), LAYERRENDERFLAG_OPAQUE|LAYERRENDERFLAG_TRANSPARENT);
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}
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int CLayerTiles::ConvertX(float x) const { return (int)(x/32.0f); }
int CLayerTiles::ConvertY(float y) const { return (int)(y/32.0f); }
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void CLayerTiles::Convert(CUIRect Rect, RECTi *pOut)
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{
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pOut->x = ConvertX(Rect.x);
pOut->y = ConvertY(Rect.y);
pOut->w = ConvertX(Rect.x+Rect.w+31) - pOut->x;
pOut->h = ConvertY(Rect.y+Rect.h+31) - pOut->y;
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}
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void CLayerTiles::Snap(CUIRect *pRect)
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{
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RECTi Out;
Convert(*pRect, &Out);
pRect->x = Out.x*32.0f;
pRect->y = Out.y*32.0f;
pRect->w = Out.w*32.0f;
pRect->h = Out.h*32.0f;
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}
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void CLayerTiles::Clamp(RECTi *pRect)
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{
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if(pRect->x < 0)
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{
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pRect->w += pRect->x;
pRect->x = 0;
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}
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if(pRect->y < 0)
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{
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pRect->h += pRect->y;
pRect->y = 0;
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}
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if(pRect->x+pRect->w > m_Width)
pRect->w = m_Width - pRect->x;
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if(pRect->y+pRect->h > m_Height)
pRect->h = m_Height - pRect->y;
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if(pRect->h < 0)
pRect->h = 0;
if(pRect->w < 0)
pRect->w = 0;
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}
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void CLayerTiles::BrushSelecting(CUIRect Rect)
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{
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Graphics()->TextureSet(-1);
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m_pEditor->Graphics()->QuadsBegin();
m_pEditor->Graphics()->SetColor(1.0f, 1.0f, 1.0f, 0.4f);
Snap(&Rect);
IGraphics::CQuadItem QuadItem(Rect.x, Rect.y, Rect.w, Rect.h);
m_pEditor->Graphics()->QuadsDrawTL(&QuadItem, 1);
m_pEditor->Graphics()->QuadsEnd();
char aBuf[16];
str_format(aBuf, sizeof(aBuf), "%d,%d", ConvertX(Rect.w), ConvertY(Rect.h));
TextRender()->Text(0, Rect.x+3.0f, Rect.y+3.0f, 15.0f*m_pEditor->m_WorldZoom, aBuf, -1);
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}
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int CLayerTiles::BrushGrab(CLayerGroup *pBrush, CUIRect Rect)
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{
RECTi r;
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Convert(Rect, &r);
Clamp(&r);
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if(!r.w || !r.h)
return 0;
// create new layers
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CLayerTiles *pGrabbed = new CLayerTiles(r.w, r.h);
pGrabbed->m_pEditor = m_pEditor;
pGrabbed->m_TexId = m_TexId;
pGrabbed->m_Image = m_Image;
pBrush->AddLayer(pGrabbed);
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// copy the tiles
for(int y = 0; y < r.h; y++)
for(int x = 0; x < r.w; x++)
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pGrabbed->m_pTiles[y*pGrabbed->m_Width+x] = m_pTiles[(r.y+y)*m_Width+(r.x+x)];
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return 1;
}
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void CLayerTiles::FillSelection(bool Empty, CLayer *pBrush, CUIRect Rect)
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{
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if(m_Readonly)
return;
int sx = ConvertX(Rect.x);
int sy = ConvertY(Rect.y);
int w = ConvertX(Rect.w);
int h = ConvertY(Rect.h);
CLayerTiles *pLt = static_cast<CLayerTiles*>(pBrush);
for(int y = 0; y <= h; y++)
{
for(int x = 0; x <= w; x++)
{
int fx = x+sx;
int fy = y+sy;
if(fx < 0 || fx >= m_Width || fy < 0 || fy >= m_Height)
continue;
if(Empty)
m_pTiles[fy*m_Width+fx].m_Index = 1;
else
m_pTiles[fy*m_Width+fx] = pLt->m_pTiles[(y*pLt->m_Width + x%pLt->m_Width) % (pLt->m_Width*pLt->m_Height)];
}
}
}
void CLayerTiles::BrushDraw(CLayer *pBrush, float wx, float wy)
{
if(m_Readonly)
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return;
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//
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CLayerTiles *l = (CLayerTiles *)pBrush;
int sx = ConvertX(wx);
int sy = ConvertY(wy);
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for(int y = 0; y < l->m_Height; y++)
for(int x = 0; x < l->m_Width; x++)
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{
int fx = x+sx;
int fy = y+sy;
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if(fx<0 || fx >= m_Width || fy < 0 || fy >= m_Height)
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continue;
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m_pTiles[fy*m_Width+fx] = l->m_pTiles[y*l->m_Width+x];
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}
}
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void CLayerTiles::BrushFlipX()
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{
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for(int y = 0; y < m_Height; y++)
for(int x = 0; x < m_Width/2; x++)
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{
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CTile Tmp = m_pTiles[y*m_Width+x];
m_pTiles[y*m_Width+x] = m_pTiles[y*m_Width+m_Width-1-x];
m_pTiles[y*m_Width+m_Width-1-x] = Tmp;
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}
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for(int y = 0; y < m_Height; y++)
for(int x = 0; x < m_Width; x++)
m_pTiles[y*m_Width+x].m_Flags ^= TILEFLAG_VFLIP;
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}
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void CLayerTiles::BrushFlipY()
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{
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for(int y = 0; y < m_Height/2; y++)
for(int x = 0; x < m_Width; x++)
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{
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CTile Tmp = m_pTiles[y*m_Width+x];
m_pTiles[y*m_Width+x] = m_pTiles[(m_Height-1-y)*m_Width+x];
m_pTiles[(m_Height-1-y)*m_Width+x] = Tmp;
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}
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for(int y = 0; y < m_Height; y++)
for(int x = 0; x < m_Width; x++)
m_pTiles[y*m_Width+x].m_Flags ^= TILEFLAG_HFLIP;
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}
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void CLayerTiles::Resize(int NewW, int NewH)
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{
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CTile *pNewData = new CTile[NewW*NewH];
mem_zero(pNewData, NewW*NewH*sizeof(CTile));
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// copy old data
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for(int y = 0; y < min(NewH, m_Height); y++)
mem_copy(&pNewData[y*NewW], &m_pTiles[y*m_Width], min(m_Width, NewW)*sizeof(CTile));
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// replace old
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delete [] m_pTiles;
m_pTiles = pNewData;
m_Width = NewW;
m_Height = NewH;
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}
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int CLayerTiles::RenderProperties(CUIRect *pToolBox)
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{
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CUIRect Button;
pToolBox->HSplitBottom(12.0f, pToolBox, &Button);
bool InGameGroup = !find_linear(m_pEditor->m_Map.m_pGameGroup->m_lLayers.all(), this).empty();
if(m_pEditor->m_Map.m_pGameLayer == this)
InGameGroup = false;
static int s_ColclButton = 0;
if(m_pEditor->DoButton_Editor(&s_ColclButton, "Clear Collision", InGameGroup?0:-1, &Button, 0, "Removes collision from this layer"))
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{
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CLayerTiles *gl = m_pEditor->m_Map.m_pGameLayer;
int w = min(gl->m_Width, m_Width);
int h = min(gl->m_Height, m_Height);
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for(int y = 0; y < h; y++)
for(int x = 0; x < w; x++)
{
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if(gl->m_pTiles[y*gl->m_Width+x].m_Index <= TILE_SOLID)
if(m_pTiles[y*m_Width+x].m_Index)
gl->m_pTiles[y*gl->m_Width+x].m_Index = TILE_AIR;
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}
return 1;
}
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static int s_ColButton = 0;
pToolBox->HSplitBottom(5.0f, pToolBox, &Button);
pToolBox->HSplitBottom(12.0f, pToolBox, &Button);
if(m_pEditor->DoButton_Editor(&s_ColButton, "Make Collision", InGameGroup?0:-1, &Button, 0, "Constructs collision from this layer"))
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{
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CLayerTiles *gl = m_pEditor->m_Map.m_pGameLayer;
int w = min(gl->m_Width, m_Width);
int h = min(gl->m_Height, m_Height);
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for(int y = 0; y < h; y++)
for(int x = 0; x < w; x++)
{
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if(gl->m_pTiles[y*gl->m_Width+x].m_Index <= TILE_SOLID)
gl->m_pTiles[y*gl->m_Width+x].m_Index = m_pTiles[y*m_Width+x].m_Index?TILE_SOLID:TILE_AIR;
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}
return 1;
}
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enum
{
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PROP_WIDTH=0,
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PROP_HEIGHT,
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PROP_IMAGE,
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NUM_PROPS,
};
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CProperty aProps[] = {
{"Width", m_Width, PROPTYPE_INT_STEP, 1, 1000000000},
{"Height", m_Height, PROPTYPE_INT_STEP, 1, 1000000000},
{"Image", m_Image, PROPTYPE_IMAGE, 0, 0},
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{0},
};
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if(m_pEditor->m_Map.m_pGameLayer == this) // remove the image from the selection if this is the game layer
aProps[2].m_pName = 0;
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static int s_aIds[NUM_PROPS] = {0};
int NewVal = 0;
int Prop = m_pEditor->DoProperties(pToolBox, aProps, s_aIds, &NewVal);
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if(Prop == PROP_WIDTH && NewVal > 1)
Resize(NewVal, m_Height);
else if(Prop == PROP_HEIGHT && NewVal > 1)
Resize(m_Width, NewVal);
else if(Prop == PROP_IMAGE)
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{
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if (NewVal == -1)
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{
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m_TexId = -1;
m_Image = -1;
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}
else
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m_Image = NewVal%m_pEditor->m_Map.m_lImages.size();
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}
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return 0;
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}
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void CLayerTiles::ModifyImageIndex(INDEX_MODIFY_FUNC Func)
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{
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Func(&m_Image);
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}
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void CLayerTiles::ModifyEnvelopeIndex(INDEX_MODIFY_FUNC Func)
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{
}