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238 lines
5.7 KiB
C++
238 lines
5.7 KiB
C++
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Implements doors that move when you look at them.
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "basecombatcharacter.h"
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#include "entitylist.h"
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#include "func_movelinear.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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#define SF_LDOOR_THRESHOLD 8192
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#define SF_LDOOR_INVERT 16384
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#define SF_LDOOR_FROM_OPEN 32768
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class CLookDoor : public CFuncMoveLinear
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{
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public:
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DECLARE_CLASS( CLookDoor, CFuncMoveLinear );
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void Spawn( void );
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void MoveThink( void );
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// Inputs
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void InputInvertOn( inputdata_t &inputdata );
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void InputInvertOff( inputdata_t &inputdata );
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float m_flProximityDistance; // How far before I start reacting
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float m_flProximityOffset;
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float m_flFieldOfView;
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EHANDLE m_hLooker; // Who is looking
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DECLARE_DATADESC();
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};
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class CLookDoorThinker : public CLogicalEntity
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{
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public:
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DECLARE_CLASS( CLookDoorThinker, CLogicalEntity );
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void LookThink( void );
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EHANDLE m_hLookDoor; // Who owns me
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DECLARE_DATADESC();
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};
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BEGIN_DATADESC( CLookDoorThinker )
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DEFINE_FIELD( m_hLookDoor, FIELD_EHANDLE ),
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// Function Pointers
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DEFINE_FUNCTION(LookThink),
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END_DATADESC()
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LINK_ENTITY_TO_CLASS( lookdoorthinker, CLookDoorThinker );
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//------------------------------------------------------------------------------
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// Purpose :
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//------------------------------------------------------------------------------
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void CLookDoorThinker::LookThink(void)
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{
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if (m_hLookDoor)
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{
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((CLookDoor*)(CBaseEntity*)m_hLookDoor)->MoveThink();
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SetNextThink( gpGlobals->curtime + 0.01f );
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}
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else
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{
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UTIL_Remove(this);
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}
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}
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BEGIN_DATADESC( CLookDoor )
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DEFINE_KEYFIELD( m_flProximityDistance, FIELD_FLOAT, "ProximityDistance"),
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DEFINE_KEYFIELD( m_flProximityOffset, FIELD_FLOAT, "ProximityOffset"),
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DEFINE_KEYFIELD( m_flFieldOfView, FIELD_FLOAT, "FieldOfView" ),
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DEFINE_FIELD(m_hLooker, FIELD_EHANDLE),
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// Inputs
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DEFINE_INPUTFUNC( FIELD_VOID, "InvertOn", InputInvertOn ),
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DEFINE_INPUTFUNC( FIELD_VOID, "InvertOff", InputInvertOff ),
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// Function Pointers
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DEFINE_FUNCTION(MoveThink),
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END_DATADESC()
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LINK_ENTITY_TO_CLASS( func_lookdoor, CLookDoor );
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//------------------------------------------------------------------------------
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// Purpose : Input handlers.
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//------------------------------------------------------------------------------
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void CLookDoor::InputInvertOn( inputdata_t &inputdata )
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{
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m_spawnflags |= SF_LDOOR_INVERT;
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}
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void CLookDoor::InputInvertOff( inputdata_t &inputdata )
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{
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m_spawnflags &= ~SF_LDOOR_INVERT;
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}
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//------------------------------------------------------------------------------
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// Purpose :
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//------------------------------------------------------------------------------
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void CLookDoor::Spawn(void)
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{
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BaseClass::Spawn();
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if (m_target == NULL_STRING)
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{
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Warning( "ERROR: DoorLook (%s) given no target. Rejecting spawn.\n",GetDebugName());
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return;
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}
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CLookDoorThinker* pLookThinker = (CLookDoorThinker*)CreateEntityByName("lookdoorthinker");
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if (pLookThinker)
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{
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pLookThinker->SetThink(&CLookDoorThinker::LookThink);
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pLookThinker->m_hLookDoor = this;
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pLookThinker->SetNextThink( gpGlobals->curtime + 0.1f );
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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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void CLookDoor::MoveThink(void)
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{
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// --------------------------------
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// Make sure we have a looker
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// --------------------------------
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if (m_hLooker == NULL)
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{
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m_hLooker = (CBaseEntity*)gEntList.FindEntityByName( NULL, m_target );
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if (m_hLooker == NULL)
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{
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return;
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}
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}
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//--------------------------------------
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// Calculate an orgin for the door
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//--------------------------------------
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Vector vOrigin = WorldSpaceCenter() - GetAbsOrigin();
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// If FROM_OPEN flag is set, door proximity is measured
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// from the open and not the closed position
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if (FBitSet (m_spawnflags, SF_LDOOR_FROM_OPEN))
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{
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vOrigin += m_vecPosition2;
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}
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// ------------------------------------------------------
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// First add movement based on proximity
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// ------------------------------------------------------
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float flProxMove = 0;
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if (m_flProximityDistance > 0)
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{
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float flDist = (m_hLooker->GetAbsOrigin() - vOrigin).Length()-m_flProximityOffset;
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if (flDist < 0) flDist = 0;
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if (flDist < m_flProximityDistance)
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{
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if (FBitSet (m_spawnflags, SF_LDOOR_THRESHOLD))
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{
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flProxMove = 1.0;
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}
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else
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{
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flProxMove = 1-flDist/m_flProximityDistance;
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}
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}
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}
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// ------------------------------------------------------
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// Then add movement based on view angle
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// ------------------------------------------------------
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float flViewMove = 0;
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if (m_flFieldOfView > 0)
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{
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// ----------------------------------------
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// Check that toucher is facing the target
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// ----------------------------------------
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Assert( dynamic_cast< CBaseCombatCharacter* >( m_hLooker.Get() ) );
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CBaseCombatCharacter* pBCC = (CBaseCombatCharacter*)m_hLooker.Get();
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Vector vTouchDir = pBCC->EyeDirection3D( );
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Vector vTargetDir = vOrigin - pBCC->EyePosition();
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VectorNormalize(vTargetDir);
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float flDotPr = DotProduct(vTouchDir,vTargetDir);
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if (flDotPr < m_flFieldOfView)
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{
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flViewMove = 0.0;
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}
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else
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{
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flViewMove = (flDotPr-m_flFieldOfView)/(1.0 - m_flFieldOfView);
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}
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}
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//---------------------------------------
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// Summate the two moves
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//---------------------------------------
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float flMove = flProxMove + flViewMove;
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if (flMove > 1.0)
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{
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flMove = 1.0;
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}
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// If behavior is inverted do the reverse
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if (FBitSet (m_spawnflags, SF_LDOOR_INVERT))
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{
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flMove = 1-flMove;
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}
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// Move the door
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SetPosition( flMove );
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}
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