216 lines
8.3 KiB
C#
216 lines
8.3 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using System.Numerics;
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using Content.Shared.Administration.Logs;
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using Content.Shared.Audio;
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using Content.Shared.Database;
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using Content.Shared.Hands.Components;
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using Content.Shared.Weapons.Ranged.Events;
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using Content.Shared.Inventory;
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using Content.Shared.Inventory.Events;
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using Robust.Shared.Physics.Components;
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using Content.Shared.Popups;
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using Content.Shared.Projectiles;
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using Content.Shared.Weapons.Ranged.Components;
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using Robust.Shared.Network;
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using Robust.Shared.Physics.Systems;
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using Robust.Shared.Random;
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namespace Content.Shared.Weapons.Reflect;
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/// <summary>
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/// This handles reflecting projectiles and hitscan shots.
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/// </summary>
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public abstract class SharedReflectSystem : EntitySystem
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{
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[Dependency] private readonly INetManager _netManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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[Dependency] private readonly SharedPhysicsSystem _physics = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly InventorySystem _inventorySystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<HandsComponent, ProjectileReflectAttemptEvent>(OnHandReflectProjectile);
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SubscribeLocalEvent<HandsComponent, HitScanReflectAttemptEvent>(OnHandsReflectHitscan);
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SubscribeLocalEvent<ReflectComponent, ProjectileReflectAttemptEvent>(OnReflectCollide);
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SubscribeLocalEvent<ReflectComponent, HitScanReflectAttemptEvent>(OnReflectHitscan);
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SubscribeLocalEvent<ReflectComponent, GotEquippedEvent>(OnReflectEquipped);
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SubscribeLocalEvent<ReflectComponent, GotUnequippedEvent>(OnReflectUnequipped);
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}
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private void OnReflectCollide(EntityUid uid, ReflectComponent component, ref ProjectileReflectAttemptEvent args)
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{
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if (args.Cancelled)
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{
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return;
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}
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if (TryReflectProjectile(uid, args.ProjUid, reflect: component))
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args.Cancelled = true;
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}
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private void OnHandReflectProjectile(EntityUid uid, HandsComponent hands, ref ProjectileReflectAttemptEvent args)
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{
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if (args.Cancelled)
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return;
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if (hands.ActiveHandEntity != null && TryReflectProjectile(hands.ActiveHandEntity.Value, args.ProjUid))
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args.Cancelled = true;
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}
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private bool TryReflectProjectile(EntityUid reflector, EntityUid projectile, ProjectileComponent? projectileComp = null, ReflectComponent? reflect = null)
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{
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if (!Resolve(reflector, ref reflect, false) ||
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!reflect.Enabled ||
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!TryComp<ReflectiveComponent>(projectile, out var reflective) ||
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(reflect.Reflects & reflective.Reflective) == 0x0 ||
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!_random.Prob(reflect.ReflectProb) ||
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!TryComp<PhysicsComponent>(projectile, out var physics))
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{
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return false;
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}
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var rotation = _random.NextAngle(-reflect.Spread / 2, reflect.Spread / 2).Opposite();
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var existingVelocity = _physics.GetMapLinearVelocity(projectile, component: physics);
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var relativeVelocity = existingVelocity - _physics.GetMapLinearVelocity(reflector);
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var newVelocity = rotation.RotateVec(relativeVelocity);
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// Have the velocity in world terms above so need to convert it back to local.
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var difference = newVelocity - existingVelocity;
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_physics.SetLinearVelocity(projectile, physics.LinearVelocity + difference, body: physics);
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var locRot = Transform(projectile).LocalRotation;
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var newRot = rotation.RotateVec(locRot.ToVec());
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_transform.SetLocalRotation(projectile, newRot.ToAngle());
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if (_netManager.IsServer)
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{
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_popup.PopupEntity(Loc.GetString("reflect-shot"), reflector);
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_audio.PlayPvs(reflect.SoundOnReflect, reflector, AudioHelpers.WithVariation(0.05f, _random));
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}
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if (Resolve(projectile, ref projectileComp, false))
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{
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_adminLogger.Add(LogType.BulletHit, LogImpact.Medium, $"{ToPrettyString(reflector)} reflected {ToPrettyString(projectile)} from {ToPrettyString(projectileComp.Weapon)} shot by {projectileComp.Shooter}");
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projectileComp.Shooter = reflector;
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projectileComp.Weapon = reflector;
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Dirty(projectileComp);
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}
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else
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{
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_adminLogger.Add(LogType.BulletHit, LogImpact.Medium, $"{ToPrettyString(reflector)} reflected {ToPrettyString(projectile)}");
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}
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return true;
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}
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private void OnHandsReflectHitscan(EntityUid uid, HandsComponent hands, ref HitScanReflectAttemptEvent args)
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{
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if (args.Reflected || hands.ActiveHandEntity == null)
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return;
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if (TryReflectHitscan(hands.ActiveHandEntity.Value, args.Shooter, args.SourceItem, args.Direction, out var dir))
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{
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args.Direction = dir.Value;
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args.Reflected = true;
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}
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}
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private void OnReflectHitscan(EntityUid uid, ReflectComponent component, ref HitScanReflectAttemptEvent args)
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{
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if (args.Reflected ||
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(component.Reflects & args.Reflective) == 0x0)
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{
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return;
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}
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if (TryReflectHitscan(uid, args.Shooter, args.SourceItem, args.Direction, out var dir))
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{
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args.Direction = dir.Value;
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args.Reflected = true;
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}
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}
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private bool TryReflectHitscan(EntityUid reflector, EntityUid? shooter, EntityUid shotSource, Vector2 direction,
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[NotNullWhen(true)] out Vector2? newDirection)
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{
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if (!TryComp<ReflectComponent>(reflector, out var reflect) ||
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!reflect.Enabled ||
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!_random.Prob(reflect.ReflectProb))
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{
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newDirection = null;
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return false;
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}
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if (_netManager.IsServer)
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{
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_popup.PopupEntity(Loc.GetString("reflect-shot"), reflector);
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_audio.PlayPvs(reflect.SoundOnReflect, reflector, AudioHelpers.WithVariation(0.05f, _random));
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}
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var spread = _random.NextAngle(-reflect.Spread / 2, reflect.Spread / 2);
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newDirection = -spread.RotateVec(direction);
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if (shooter != null)
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_adminLogger.Add(LogType.HitScanHit, LogImpact.Medium, $"{ToPrettyString(reflector)} reflected hitscan from {ToPrettyString(shotSource)} shot by {ToPrettyString(shooter.Value)}");
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else
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_adminLogger.Add(LogType.HitScanHit, LogImpact.Medium, $"{ToPrettyString(reflector)} reflected hitscan from {ToPrettyString(shotSource)}");
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return true;
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}
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private void OnReflectEquipped(EntityUid uid, ReflectComponent comp, GotEquippedEvent args)
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{
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if (!TryComp(args.Equipee, out ReflectComponent? reflection))
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return;
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reflection.Enabled = true;
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// reflection probability should be: (1 - old probability) * newly-equipped item probability + old probability
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// example: if entity has .25 reflection and newly-equipped item has .7, entity should have (1 - .25) * .7 + .25 = .775
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reflection.ReflectProb += (1 - reflection.ReflectProb) * comp.ReflectProb;
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}
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private void OnReflectUnequipped(EntityUid uid, ReflectComponent comp, GotUnequippedEvent args)
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{
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if (!TryComp(args.Equipee, out ReflectComponent? reflection))
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return;
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if (!_inventorySystem.TryGetSlots(args.Equipee, out var slotDef))
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return;
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// you could recalculate reflectprob with new = (old - component) / (1 - component), but component=1 introduces loss
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// still need to either maintain a counter or loop through all slots to determine reflection.enabled anyway?
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float newProb = 1;
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var reflecting = false;
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foreach (var slot in slotDef)
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{
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if (!_inventorySystem.TryGetSlotEntity(args.Equipee, slot.Name, out var slotEnt))
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continue;
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if (!TryComp(slotEnt, out ReflectComponent? refcomp))
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continue;
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reflecting = true;
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var prob = refcomp.ReflectProb;
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newProb -= newProb * prob;
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}
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reflection.ReflectProb = 1 - newProb;
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reflection.Enabled = reflecting;
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}
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}
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