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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 "weapon_csbasegun.h"
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#include "fx_cs_shared.h"
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#if defined( CLIENT_DLL )
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#define CWeaponFamas C_WeaponFamas
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#include "c_cs_player.h"
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#else
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#include "cs_player.h"
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#endif
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class CWeaponFamas : public CWeaponCSBaseGun
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{
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public:
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DECLARE_CLASS( CWeaponFamas, CWeaponCSBase );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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CWeaponFamas();
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virtual void PrimaryAttack();
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virtual void SecondaryAttack();
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virtual bool Deploy();
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virtual float GetInaccuracy() const;
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virtual void ItemPostFrame();
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void FamasFire( float flSpread, bool bFireBurst );
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void FireRemaining();
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virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_FAMAS; }
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private:
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CWeaponFamas( const CWeaponFamas & );
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CNetworkVar( bool, m_bBurstMode );
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CNetworkVar( int, m_iBurstShotsRemaining );
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float m_fNextBurstShot; // time to shoot the next bullet in burst fire mode
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};
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponFamas, DT_WeaponFamas )
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BEGIN_NETWORK_TABLE( CWeaponFamas, DT_WeaponFamas )
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#ifdef CLIENT_DLL
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RecvPropBool( RECVINFO( m_bBurstMode ) ),
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RecvPropInt( RECVINFO( m_iBurstShotsRemaining ) ),
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#else
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SendPropBool( SENDINFO( m_bBurstMode ) ),
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SendPropInt( SENDINFO( m_iBurstShotsRemaining ) ),
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#endif
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END_NETWORK_TABLE()
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#if defined(CLIENT_DLL)
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BEGIN_PREDICTION_DATA( CWeaponFamas )
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DEFINE_PRED_FIELD( m_iBurstShotsRemaining, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
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DEFINE_PRED_FIELD( m_fNextBurstShot, FIELD_FLOAT, 0 ),
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END_PREDICTION_DATA()
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#endif
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LINK_ENTITY_TO_CLASS( weapon_famas, CWeaponFamas );
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PRECACHE_WEAPON_REGISTER( weapon_famas );
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const float kFamasBurstCycleTime = 0.075f;
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CWeaponFamas::CWeaponFamas()
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{
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m_bBurstMode = false;
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}
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bool CWeaponFamas::Deploy( )
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{
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m_iBurstShotsRemaining = 0;
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m_fNextBurstShot = 0.0f;
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m_flAccuracy = 0.9f;
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return BaseClass::Deploy();
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}
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// Secondary attack could be three-round burst mode
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void CWeaponFamas::SecondaryAttack()
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{
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CCSPlayer *pPlayer = GetPlayerOwner();
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if ( !pPlayer )
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return;
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if ( m_bBurstMode )
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{
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ClientPrint( pPlayer, HUD_PRINTCENTER, "#Switch_To_FullAuto" );
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m_bBurstMode = false;
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m_weaponMode = Primary_Mode;
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}
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else
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{
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ClientPrint( pPlayer, HUD_PRINTCENTER, "#Switch_To_BurstFire" );
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m_bBurstMode = true;
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m_weaponMode = Secondary_Mode;
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}
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m_flNextSecondaryAttack = gpGlobals->curtime + 0.3;
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}
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float CWeaponFamas::GetInaccuracy() const
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{
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if ( weapon_accuracy_model.GetInt() == 1 )
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{
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float fAutoPenalty = m_bBurstMode ? 0.0f : 0.01f;
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CCSPlayer *pPlayer = GetPlayerOwner();
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if ( !pPlayer )
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return 0.0f;
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if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) ) // if player is in air
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return 0.03f + 0.3f * m_flAccuracy + fAutoPenalty;
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else if ( pPlayer->GetAbsVelocity().Length2D() > 140 ) // if player is moving
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return 0.03f + 0.07f * m_flAccuracy + fAutoPenalty;
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/* new code */
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else
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return 0.02f * m_flAccuracy + fAutoPenalty;
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}
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else
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return BaseClass::GetInaccuracy();
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}
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void CWeaponFamas::ItemPostFrame()
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{
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if ( m_iBurstShotsRemaining > 0 && gpGlobals->curtime >= m_fNextBurstShot )
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FireRemaining();
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BaseClass::ItemPostFrame();
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}
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// GOOSEMAN : FireRemaining used by Glock18
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void CWeaponFamas::FireRemaining()
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{
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m_iClip1--;
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if (m_iClip1 < 0)
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{
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m_iClip1 = 0;
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m_iBurstShotsRemaining = 0;
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m_fNextBurstShot = 0.0f;
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return;
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}
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CCSPlayer *pPlayer = GetPlayerOwner();
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if ( !pPlayer )
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Error( "!pPlayer" );
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// Famas burst mode
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FX_FireBullets(
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pPlayer->entindex(),
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pPlayer->Weapon_ShootPosition(),
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pPlayer->EyeAngles() + 2.0f * pPlayer->GetPunchAngle(),
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GetWeaponID(),
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Secondary_Mode,
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CBaseEntity::GetPredictionRandomSeed() & 255,
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GetInaccuracy(),
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GetSpread(),
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m_fNextBurstShot);
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SendWeaponAnim( ACT_VM_PRIMARYATTACK );
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pPlayer->DoMuzzleFlash();
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pPlayer->SetAnimation( PLAYER_ATTACK1 );
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pPlayer->m_iShotsFired++;
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--m_iBurstShotsRemaining;
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if ( m_iBurstShotsRemaining > 0 )
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m_fNextBurstShot += kFamasBurstCycleTime;
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else
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m_fNextBurstShot = 0.0f;
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// update accuracy
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m_fAccuracyPenalty += GetCSWpnData().m_fInaccuracyImpulseFire[Secondary_Mode];
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}
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void CWeaponFamas::PrimaryAttack()
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{
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CCSPlayer *pPlayer = GetPlayerOwner();
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if ( !pPlayer )
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return;
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// don't fire underwater
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if (pPlayer->GetWaterLevel() == 3)
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{
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PlayEmptySound( );
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m_flNextPrimaryAttack = gpGlobals->curtime + 0.15;
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return;
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}
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pPlayer = GetPlayerOwner();
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if ( !pPlayer )
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return;
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float flCycleTime = GetCSWpnData().m_flCycleTime;
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// change a few things if we're in burst mode
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if ( m_bBurstMode )
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{
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flCycleTime = 0.55f;
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m_iBurstShotsRemaining = 2;
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m_fNextBurstShot = gpGlobals->curtime + kFamasBurstCycleTime;
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}
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if ( !CSBaseGunFire( flCycleTime, m_weaponMode ) )
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return;
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if ( pPlayer->GetAbsVelocity().Length2D() > 5 )
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pPlayer->KickBack ( 1, 0.45, 0.275, 0.05, 4, 2.5, 7 );
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else if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
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pPlayer->KickBack ( 1.25, 0.45, 0.22, 0.18, 5.5, 4, 5 );
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else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) )
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pPlayer->KickBack ( 0.575, 0.325, 0.2, 0.011, 3.25, 2, 8 );
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else
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pPlayer->KickBack ( 0.625, 0.375, 0.25, 0.0125, 3.5, 2.25, 8 );
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}
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