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engines/got/game/shot_pattern.cpp
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222
engines/got/game/shot_pattern.cpp
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "got/game/shot_pattern.h"
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#include "got/game/move.h"
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#include "got/vars.h"
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namespace Got {
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int shotPatternNone(Actor *actor);
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int shotPatternOne(Actor *actor);
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int shotPatternTwo(Actor *actor);
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int shotPatternThree(Actor *actor);
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int shotPatternFour(Actor *actor);
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int shotPatternFive(Actor *actor);
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int shotPatternSix(Actor *actor);
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int shotPatternSeven(Actor *actor);
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int shotPatternEight(Actor *actor);
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int (*const shotPatternFunc[])(Actor *actor) = {
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shotPatternNone,
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shotPatternOne,
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shotPatternTwo,
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shotPatternThree,
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shotPatternFour,
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shotPatternFive,
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shotPatternSix,
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shotPatternSeven,
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shotPatternEight,
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};
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// No shooting
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int shotPatternNone(Actor *actor) {
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return 0;
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}
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// Uni-directional seek
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int shotPatternOne(Actor *actor) {
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switch (actor->_lastDir) {
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case 0:
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if (ABS(_G(thorX1) - actor->_x) < 8) {
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if (actor->_y > _G(thorRealY1)) { //r
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if (actorShoots(actor, 0))
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return 1;
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}
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}
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break;
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case 1:
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if (ABS(_G(thorX1) - actor->_x) < 8) {
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if (actor->_y < _G(thorRealY1)) { //r
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if (actorShoots(actor, 1))
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return 1;
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}
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}
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break;
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case 2:
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if (ABS(_G(thorRealY1) - actor->_y) < 8) { //r
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if (actor->_x > _G(thorX1)) {
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if (actorShoots(actor, 2))
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return 1;
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}
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}
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break;
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case 3:
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if (ABS(_G(thorRealY1) - actor->_y) < 8) { //r
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if (actor->_x < _G(thorX1)) {
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if (actorShoots(actor, 3))
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return 1;
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}
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}
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break;
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default:
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break;
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}
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return 0;
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}
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// Omni directional
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int shotPatternTwo(Actor *actor) {
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if (ABS(_G(thor)->_x - actor->_x) < 8) {
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if (_G(thor)->_y > actor->_y)
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actorShoots(actor, 1);
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else if (_G(thor)->_y < actor->_y)
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actorShoots(actor, 0);
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else
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return 0;
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} else if (ABS(_G(thor)->_y - actor->_y) < 8) {
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if (_G(thor)->_x > actor->_x)
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actorShoots(actor, 3);
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else if (_G(thor)->_x < actor->_x)
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actorShoots(actor, 2);
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} else {
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return 0;
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}
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return 1;
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}
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// Uni directional (backwards)
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int shotPatternThree(Actor *actor) {
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const int oldDir = actor->_lastDir;
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if (shotPatternOne(actor)) {
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actor->_lastDir = reverseDirection(actor);
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return 1;
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}
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actor->_lastDir = reverseDirection(actor);
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shotPatternOne(actor);
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actor->_lastDir = oldDir;
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return 1;
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}
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// Omni-directional not solid shot
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int shotPatternFour(Actor *actor) {
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if (ABS(_G(thor)->_x - actor->_x) < 8) {
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if (_G(thor)->_y > actor->_y)
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actorAlwaysShoots(actor, 1);
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else if (_G(thor)->_y < actor->_y)
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actorAlwaysShoots(actor, 0);
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else
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return 0;
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} else if (ABS(_G(thor)->_y - actor->_y) < 8) {
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if (_G(thor)->_x > actor->_x)
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actorAlwaysShoots(actor, 3);
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else if (_G(thor)->_x < actor->_x)
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actorAlwaysShoots(actor, 2);
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} else {
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return 0;
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}
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return 1;
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}
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// Boss - snake
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int shotPatternFive(Actor *actor) {
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if (_G(rand1) < 15 && (actor->_temp1 == 0) && (actor->_temp2 == 0)) {
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actor->_y += 16;
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actor->_numShotsAllowed = 3 + _G(setup)._difficultyLevel;
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actorShoots(actor, 2);
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playSound(BOSS12, false);
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const int num = actor->_shotActor;
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actor->_shotCountdown = 50;
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_G(actor[num])._temp3 = 120;
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_G(actor[num])._temp4 = 5 + (_G(rand2) % 17);
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_G(actor[num])._temp5 = _G(actor[num])._temp4;
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actor->_y -= 16;
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return 1;
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}
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return 0;
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}
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// 4 surrounding squares
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int shotPatternSix(Actor *actor) {
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const int pos = ((actor->_x) / 16) + (((actor->_y) / 16) * 20);
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if (_G(thorPos) == pos - 20)
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actorShoots(actor, 0);
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else if (_G(thorPos) == pos + 20)
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actorShoots(actor, 1);
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else if (_G(thorPos) == pos - 1)
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actorShoots(actor, 2);
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else if (_G(thorPos) == pos + 1)
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actorShoots(actor, 3);
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else
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return 0;
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actor->_frameSequence[3] = 3;
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actor->_nextFrame = 3;
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return 1;
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}
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// none
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int shotPatternSeven(Actor *actor) {
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return 0;
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}
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// random
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int shotPatternEight(Actor *actor) {
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if (!actor->_i2) {
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actor->_i1 = actor->_funcPass;
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actor->_i2 = 1;
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}
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if (actor->_i1) {
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actor->_i1--;
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} else if (_G(rand1) < 10) {
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actor->_i1 = actor->_funcPass;
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actor->_i2 = _G(thorRealY1);
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actorShoots(actor, 0);
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return 1;
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}
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return 0;
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}
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} // namespace Got
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