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220 lines
6.2 KiB
220 lines
6.2 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include "hudelement.h"
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#include <vgui_controls/Panel.h>
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#include <vgui/ISurface.h>
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#include "clientmode.h"
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#include "c_tf_player.h"
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#include "tf_hud_crosshair.h"
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#include "hud_crosshair.h"
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#include "materialsystem/imaterial.h"
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#include "materialsystem/imesh.h"
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#include "materialsystem/imaterialvar.h"
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#include "VGuiMatSurface/IMatSystemSurface.h"
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#include "tf_logic_halloween_2014.h"
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#include "tf_gamerules.h"
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#include "mathlib/mathlib.h"
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ConVar cl_crosshair_red( "cl_crosshair_red", "200", FCVAR_ARCHIVE );
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ConVar cl_crosshair_green( "cl_crosshair_green", "200", FCVAR_ARCHIVE );
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ConVar cl_crosshair_blue( "cl_crosshair_blue", "200", FCVAR_ARCHIVE );
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ConVar cl_crosshair_file( "cl_crosshair_file", "", FCVAR_ARCHIVE );
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ConVar cl_crosshair_scale( "cl_crosshair_scale", "32.0", FCVAR_ARCHIVE );
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using namespace vgui;
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// Everything else is expecting to find "CHudCrosshair"
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DECLARE_NAMED_HUDELEMENT( CHudTFCrosshair, CHudCrosshair );
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CHudTFCrosshair::CHudTFCrosshair( const char *pName ) :
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CHudCrosshair ( pName )
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{
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m_szPreviousCrosshair[0] = '\0';
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m_iCrosshairTextureID = -1;
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m_flTimeToHideUntil = -1.f;
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ListenForGameEvent( "restart_timer_time" );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CHudTFCrosshair::~CHudTFCrosshair( void )
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{
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if ( vgui::surface() && m_iCrosshairTextureID != -1 )
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{
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vgui::surface()->DestroyTextureID( m_iCrosshairTextureID );
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m_iCrosshairTextureID = -1;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CHudTFCrosshair::ShouldDraw( void )
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{
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// turn off for the minigames
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if ( CTFMinigameLogic::GetMinigameLogic() && CTFMinigameLogic::GetMinigameLogic()->GetActiveMinigame() )
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return false;
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if ( TFGameRules() && TFGameRules()->ShowMatchSummary() )
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return false;
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// turn off if the local player is a ghost
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C_TFPlayer *pPlayer = C_TFPlayer::GetLocalTFPlayer();
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if ( pPlayer )
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{
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if ( pPlayer->m_Shared.InCond( TF_COND_HALLOWEEN_GHOST_MODE ) )
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return false;
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if ( pPlayer->IsTaunting() )
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return false;
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}
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if ( m_flTimeToHideUntil > gpGlobals->curtime )
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return false;
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return BaseClass::ShouldDraw();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CHudTFCrosshair::LevelShutdown( void )
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{
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m_szPreviousCrosshair[0] = '\0';
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if ( m_pCrosshairMaterial )
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{
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delete m_pCrosshairMaterial;
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m_pCrosshairMaterial = NULL;
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}
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m_flTimeToHideUntil = -1.f;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CHudTFCrosshair::Init()
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{
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if ( m_iCrosshairTextureID == -1 )
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{
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m_iCrosshairTextureID = vgui::surface()->CreateNewTextureID();
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}
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m_flTimeToHideUntil = -1.f;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CHudTFCrosshair::FireGameEvent( IGameEvent * event )
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{
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if ( FStrEq( "restart_timer_time", event->GetName() ) )
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{
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if ( TFGameRules() && TFGameRules()->IsCompetitiveMode() )
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{
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int nTime = event->GetInt( "time" );
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if ( ( nTime <= 10 ) && ( nTime > 0 ) )
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{
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m_flTimeToHideUntil = gpGlobals->curtime + nTime;
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return;
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}
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}
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}
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m_flTimeToHideUntil = -1.f;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CHudTFCrosshair::Paint()
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{
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C_TFPlayer *pPlayer = C_TFPlayer::GetLocalTFPlayer();
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if( !pPlayer )
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return;
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const char *crosshairfile = cl_crosshair_file.GetString();
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if ( ( crosshairfile == NULL ) || ( Q_stricmp( m_szPreviousCrosshair, crosshairfile ) != 0 ) )
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{
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char buf[256];
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Q_snprintf( buf, sizeof(buf), "vgui/crosshairs/%s", crosshairfile );
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if ( m_iCrosshairTextureID != -1 )
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{
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vgui::surface()->DrawSetTextureFile( m_iCrosshairTextureID, buf, true, false );
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}
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if ( m_pCrosshairMaterial )
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{
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delete m_pCrosshairMaterial;
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}
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m_pCrosshairMaterial = vgui::surface()->DrawGetTextureMatInfoFactory( m_iCrosshairTextureID );
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if ( !m_pCrosshairMaterial )
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return;
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// save the name to compare with the cvar in the future
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Q_strncpy( m_szPreviousCrosshair, crosshairfile, sizeof(m_szPreviousCrosshair) );
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}
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if ( m_szPreviousCrosshair[0] == '\0' )
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{
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return BaseClass::Paint();
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}
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// This is somewhat cut'n'paste from CHudCrosshair::Paint(). Would be nice to unify them some more.
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float x, y;
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bool bBehindCamera;
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GetDrawPosition ( &x, &y, &bBehindCamera );
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if( bBehindCamera )
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return;
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float flWeaponScale = 1.f;
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int iTextureW = 32;
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int iTextureH = 32;
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C_BaseCombatWeapon *pWeapon = pPlayer->GetActiveWeapon();
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if ( pWeapon )
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{
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pWeapon->GetWeaponCrosshairScale( flWeaponScale );
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}
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float flPlayerScale = 1.0f;
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#ifdef TF_CLIENT_DLL
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Color clr( cl_crosshair_red.GetInt(), cl_crosshair_green.GetInt(), cl_crosshair_blue.GetInt(), 255 );
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flPlayerScale = cl_crosshair_scale.GetFloat() / 32.0f; // the player can change the scale in the options/multiplayer tab
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#else
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Color clr = m_clrCrosshair;
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#endif
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float flWidth = flWeaponScale * flPlayerScale * (float)iTextureW;
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float flHeight = flWeaponScale * flPlayerScale * (float)iTextureH;
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int iWidth = (int)( flWidth + 0.5f );
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int iHeight = (int)( flHeight + 0.5f );
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int iX = (int)( x + 0.5f );
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int iY = (int)( y + 0.5f );
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vgui::ISurface *pSurf = vgui::surface();
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pSurf->DrawSetColor( clr );
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pSurf->DrawSetTexture( m_iCrosshairTextureID );
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pSurf->DrawTexturedRect( iX-iWidth, iY-iHeight, iX+iWidth, iY+iHeight );
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pSurf->DrawSetTexture(0);
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}
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