269 lines
5.3 KiB
C#
269 lines
5.3 KiB
C#
using Content.Server.GameObjects.Components.Mobs;
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using Content.Server.Mobs;
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using Content.Shared.GameObjects.EntitySystems;
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using Robust.Shared.GameObjects.Components;
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using Robust.Shared.Interfaces.GameObjects;
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namespace Content.Server.GameObjects
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{
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/// <summary>
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/// Defines the blocking effect of each damage state, and what effects to apply upon entering or exiting the state
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/// </summary>
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public interface IDamageState : IActionBlocker
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{
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void EnterState(IEntity entity);
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void ExitState(IEntity entity);
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bool IsConscious { get; }
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}
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/// <summary>
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/// Standard state that a species is at with no damage or negative effect
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/// </summary>
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public struct NormalState : IDamageState
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{
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public void EnterState(IEntity entity)
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{
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}
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public void ExitState(IEntity entity)
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{
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}
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public bool IsConscious => true;
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bool IActionBlocker.CanInteract()
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{
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return true;
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}
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bool IActionBlocker.CanMove()
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{
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return true;
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}
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bool IActionBlocker.CanUse()
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{
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return true;
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}
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bool IActionBlocker.CanThrow()
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{
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return true;
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}
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bool IActionBlocker.CanSpeak()
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{
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return true;
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}
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bool IActionBlocker.CanDrop()
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{
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return true;
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}
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bool IActionBlocker.CanPickup()
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{
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return true;
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}
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bool IActionBlocker.CanEmote()
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{
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return true;
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}
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bool IActionBlocker.CanAttack()
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{
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return true;
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}
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bool IActionBlocker.CanEquip()
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{
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return true;
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}
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bool IActionBlocker.CanUnequip()
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{
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return true;
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}
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bool IActionBlocker.CanChangeDirection()
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{
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return true;
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}
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}
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/// <summary>
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/// A state in which you are disabled from acting due to damage
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/// </summary>
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public struct CriticalState : IDamageState
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{
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public void EnterState(IEntity entity)
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{
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if(entity.TryGetComponent(out StunnableComponent stun))
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stun.CancelAll();
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StandingStateHelper.Down(entity);
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}
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public void ExitState(IEntity entity)
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{
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StandingStateHelper.Standing(entity);
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}
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public bool IsConscious => false;
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bool IActionBlocker.CanInteract()
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{
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return false;
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}
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bool IActionBlocker.CanMove()
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{
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return false;
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}
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bool IActionBlocker.CanUse()
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{
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return false;
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}
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bool IActionBlocker.CanThrow()
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{
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return false;
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}
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bool IActionBlocker.CanSpeak()
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{
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return false;
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}
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bool IActionBlocker.CanDrop()
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{
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return false;
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}
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bool IActionBlocker.CanPickup()
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{
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return false;
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}
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bool IActionBlocker.CanEmote()
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{
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return false;
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}
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bool IActionBlocker.CanAttack()
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{
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return false;
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}
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bool IActionBlocker.CanEquip()
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{
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return false;
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}
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bool IActionBlocker.CanUnequip()
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{
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return false;
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}
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bool IActionBlocker.CanChangeDirection()
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{
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return true;
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}
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}
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/// <summary>
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/// A damage state which will allow ghosting out of mobs
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/// </summary>
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public struct DeadState : IDamageState
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{
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public void EnterState(IEntity entity)
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{
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if(entity.TryGetComponent(out StunnableComponent stun))
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stun.CancelAll();
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StandingStateHelper.Down(entity);
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if (entity.TryGetComponent(out CollidableComponent collidable))
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{
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collidable.CanCollide = false;
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}
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}
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public void ExitState(IEntity entity)
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{
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StandingStateHelper.Standing(entity);
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if (entity.TryGetComponent(out CollidableComponent collidable))
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{
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collidable.CanCollide = true;
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}
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}
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public bool IsConscious => false;
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bool IActionBlocker.CanInteract()
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{
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return false;
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}
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bool IActionBlocker.CanMove()
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{
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return false;
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}
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bool IActionBlocker.CanUse()
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{
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return false;
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}
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bool IActionBlocker.CanThrow()
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{
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return false;
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}
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bool IActionBlocker.CanSpeak()
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{
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return false;
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}
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bool IActionBlocker.CanDrop()
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{
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return false;
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}
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bool IActionBlocker.CanPickup()
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{
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return false;
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}
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bool IActionBlocker.CanEmote()
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{
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return false;
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}
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bool IActionBlocker.CanAttack()
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{
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return false;
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}
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bool IActionBlocker.CanEquip()
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{
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return false;
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}
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bool IActionBlocker.CanUnequip()
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{
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return false;
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}
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bool IActionBlocker.CanChangeDirection()
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{
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return false;
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}
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}
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}
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