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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: TF Caltrop Grenade.
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//
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//=============================================================================//
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#include "cbase.h"
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#include "tf_weaponbase.h"
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#include "tf_gamerules.h"
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#include "npcevent.h"
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#include "engine/IEngineSound.h"
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#include "tf_weapon_grenade_caltrop.h"
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// Server specific.
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#ifdef GAME_DLL
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#include "tf_player.h"
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#include "items.h"
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#include "tf_weaponbase_grenadeproj.h"
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#include "soundent.h"
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#include "KeyValues.h"
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#endif
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#define GRENADE_CALTROP_TIMER 3.0f //Seconds
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#define GRENADE_CALTROP_RELEASE_COUNT 6
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#define GRENADE_CALTROP_DAMAGE 10
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//=============================================================================
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//
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// TF Caltrop Grenade tables.
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//
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IMPLEMENT_NETWORKCLASS_ALIASED( TFGrenadeCaltrop, DT_TFGrenadeCaltrop )
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BEGIN_NETWORK_TABLE( CTFGrenadeCaltrop, DT_TFGrenadeCaltrop )
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CTFGrenadeCaltrop )
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( tf_weapon_grenade_caltrop, CTFGrenadeCaltrop );
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PRECACHE_WEAPON_REGISTER( tf_weapon_grenade_caltrop );
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//=============================================================================
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//
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// TF Caltrop Grenade functions.
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//
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// Server specific.
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#ifdef GAME_DLL
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BEGIN_DATADESC( CTFGrenadeCaltrop )
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END_DATADESC()
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CTFWeaponBaseGrenadeProj *CTFGrenadeCaltrop::EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel,
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AngularImpulse angImpulse, CBasePlayer *pPlayer, float flTime, int iflags )
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{
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// Release several at a time (different directions, angles, speeds, etc.)
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for ( int i = 0 ; i < GRENADE_CALTROP_RELEASE_COUNT ; i++ )
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{
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Vector velocity( random->RandomFloat(-100,100), random->RandomFloat(-100,100), random->RandomFloat(150,200) );
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CTFGrenadeCaltropProjectile::Create( vecSrc, vecAngles, velocity, angImpulse,
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pPlayer, GetTFWpnData(), random->RandomFloat( 10.0f, 15.0f ) );
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}
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return NULL;
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}
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#endif
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//=============================================================================
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//
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// TF Caltrop Grenade Projectile functions (Server specific).
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//
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LINK_ENTITY_TO_CLASS( tf_weapon_grenade_caltrop_projectile, CTFGrenadeCaltropProjectile );
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PRECACHE_WEAPON_REGISTER( tf_weapon_grenade_caltrop_projectile );
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IMPLEMENT_NETWORKCLASS_ALIASED( TFGrenadeCaltropProjectile, DT_TFGrenadeCaltropProjectile )
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BEGIN_NETWORK_TABLE( CTFGrenadeCaltropProjectile, DT_TFGrenadeCaltropProjectile )
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END_NETWORK_TABLE()
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#ifdef GAME_DLL
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#define GRENADE_MODEL "models/weapons/w_models/w_grenade_beartrap.mdl"
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CTFGrenadeCaltropProjectile* CTFGrenadeCaltropProjectile::Create( const Vector &position, const QAngle &angles,
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const Vector &velocity, const AngularImpulse &angVelocity,
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CBaseCombatCharacter *pOwner, const CTFWeaponInfo &weaponInfo,
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float timer, int iFlags )
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{
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CTFGrenadeCaltropProjectile *pGrenade = static_cast<CTFGrenadeCaltropProjectile*>( CTFWeaponBaseGrenadeProj::Create( "tf_weapon_grenade_caltrop_projectile", position, angles, velocity, angVelocity, pOwner, weaponInfo, timer, iFlags ) );
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if ( pGrenade )
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{
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pGrenade->ApplyLocalAngularVelocityImpulse( angVelocity );
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pGrenade->SetTouch( &CTFGrenadeCaltropProjectile::Touch );
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}
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return pGrenade;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFGrenadeCaltropProjectile::Spawn()
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{
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SetModel( GRENADE_MODEL );
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BaseClass::Spawn();
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// We want to get touch functions called so we can damage enemy players
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AddSolidFlags( FSOLID_TRIGGER );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFGrenadeCaltropProjectile::Precache()
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{
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PrecacheModel( GRENADE_MODEL );
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BaseClass::Precache();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFGrenadeCaltropProjectile::BounceSound( void )
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{
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EmitSound( "Weapon_Grenade_Caltrop.Bounce" );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFGrenadeCaltropProjectile::Detonate()
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{
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if ( ShouldNotDetonate() )
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{
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RemoveGrenade();
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return;
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}
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// have the caltrop disappear
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UTIL_Remove( this );
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#if 0
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// Tell the bots an HE grenade has exploded
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CTFPlayer *pPlayer = ToTFPlayer( GetThrower() );
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if ( pPlayer )
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{
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KeyValues *pEvent = new KeyValues( "tf_weapon_grenade_detonate" );
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pEvent->SetInt( "userid", pPlayer->GetUserID() );
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gameeventmanager->FireEventServerOnly( pEvent );
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}
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#endif
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}
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#endif
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFGrenadeCaltropProjectile::Touch( CBaseEntity *pOther )
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{
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if ( !pOther->IsPlayer() || !( pOther->GetFlags() & FL_ONGROUND ) || !pOther->IsAlive() )
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return;
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// Don't hurt friendlies
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if ( GetTeamNumber() == pOther->GetTeamNumber() )
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return;
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// Caltrops need to be on the ground. Check to see if we're still moving.
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Vector vecVelocity;
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VPhysicsGetObject()->GetVelocity( &vecVelocity, NULL );
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if ( vecVelocity.LengthSqr() > (1*1) )
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return;
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#ifdef GAME_DLL
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// Do the leg damage to the player
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CTakeDamageInfo info( this, GetThrower(), GRENADE_CALTROP_DAMAGE, DMG_LEG_DAMAGE | DMG_PREVENT_PHYSICS_FORCE );
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pOther->TakeDamage( info );
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// have the caltrop disappear
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UTIL_Remove( this );
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#endif
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}
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#ifdef CLIENT_DLL
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFGrenadeCaltropProjectile::OnDataChanged(DataUpdateType_t updateType)
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{
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BaseClass::OnDataChanged(updateType);
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if ( updateType == DATA_UPDATE_CREATED )
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{
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/*
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SetSolidFlags( FSOLID_NOT_STANDABLE );
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SetSolid( SOLID_BBOX );
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SetCollisionBounds( Vector( -2.0f, -2.0f, -2.0f ), Vector( 2.0f, 2.0f, 2.0f ) );
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// We want touch calls on the client.
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// So override the collision group, but make it a trigger
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SetCollisionGroup( COLLISION_GROUP_NONE );
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AddSolidFlags( FSOLID_TRIGGER );
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UpdatePartitionListEntry();
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CollisionProp()->UpdatePartition();
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*/
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}
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}
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#endif
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