2022-04-30 11:09:28 +00:00
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "Blaster/HUD/BlasterHUD.h"
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#include "Blaster/Types/CombatState.h"
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#include "Blaster/Weapon/WeaponTypes.h"
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#include "Components/ActorComponent.h"
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#include "Blaster/Weapon/Projectile.h"
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#include "CombatComponent.generated.h"
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UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
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class BLASTER_API UCombatComponent : public UActorComponent
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{
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GENERATED_BODY()
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public:
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UCombatComponent();
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friend class ABlasterCharacter;
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virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
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virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
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void EquipWeapon(class AWeapon* WeaponToEquip);
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void SwapWeapons();
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void Reload();
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void DropWeapons();
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UFUNCTION(BlueprintCallable)
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void FinishedReloading();
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void FireButtonPressed(bool bPressed);
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2022-05-20 23:33:02 +00:00
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UFUNCTION(BlueprintCallable)
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void ShotgunShellReload();
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void JumpToShotgunEnd();
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2022-05-21 10:13:03 +00:00
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UFUNCTION(BlueprintCallable)
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void ThrowGrenadeFinished();
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2022-05-21 15:03:30 +00:00
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UFUNCTION(BlueprintCallable)
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void LaunchGrenade();
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UFUNCTION(Server, Reliable)
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void ServerLaunchGrenade(const FVector_NetQuantize& Target);
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void PickupAmmo(EWeaponType WeaponType, int32 AmmoAmount);
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bool bLocallyReloading = false;
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protected:
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virtual void BeginPlay() override;
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void SetAiming(bool bIsAiming);
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UFUNCTION(Server, Reliable)
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void ServerSetAiming(bool bIsAiming);
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UFUNCTION()
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void OnRep_PrimaryWeapon();
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UFUNCTION()
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void OnRep_SecondaryWeapon();
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void Fire();
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void FireProjectileWeapon();
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void FireHitScanWeapon();
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void FireShotgun();
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UFUNCTION(Server, Reliable)
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void ServerFire(const FVector_NetQuantize& TraceHitTarget);
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UFUNCTION(NetMulticast, Reliable)
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void MulticastFire(const FVector_NetQuantize& TraceHitTarget);
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UFUNCTION(Server, Reliable)
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void ServerShotgunFire(const TArray<FVector_NetQuantize>& TraceHitTargets);
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UFUNCTION(NetMulticast, Reliable)
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void MulticastShotgunFire(const TArray<FVector_NetQuantize>& TraceHitTargets);
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void TraceUnderCrosshairs(FHitResult& TraceHitResult);
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void SetHUDCrosshairs(float DeltaTime);
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UFUNCTION(Server, Reliable)
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void ServerReload();
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void HandleReload();
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int32 AmountToReload();
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void ThrowGrenade();
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UFUNCTION(Server, Reliable)
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void ServerThrowGrenade();
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UPROPERTY(EditAnywhere)
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TSubclassOf<class AProjectile> GrenadeClass;
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void DropPrimaryWeapon();
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void AttachActorToRightHand(AActor* ActorToAttach);
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void AttachActorToLeftHand(AActor* ActorToAttach);
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void AttachActorToBackpack(AActor* ActorToAttach);
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void UpdateCarriedAmmo();
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void PlayEquipWeaponSound(const AWeapon* Weapon);
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void ReloadEmptyWeapon();
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void ShowAttachedGrenade(bool bShowGrenade);
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void EquipPrimaryWeapon(AWeapon* WeaponToEquip);
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void EquipSecondaryWeapon(AWeapon* WeaponToEquip);
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private:
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UPROPERTY()
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ABlasterCharacter* Character;
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UPROPERTY()
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class ABlasterPlayerController* Controller;
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UPROPERTY()
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ABlasterHUD* HUD;
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UPROPERTY(ReplicatedUsing=OnRep_PrimaryWeapon)
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AWeapon* PrimaryWeapon;
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UPROPERTY(ReplicatedUsing=OnRep_SecondaryWeapon)
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AWeapon* SecondaryWeapon;
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2022-05-26 14:50:36 +00:00
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UPROPERTY(ReplicatedUsing = OnRep_Aiming)
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bool bAiming = false;
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bool bAimButtonPressed = false;
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UFUNCTION()
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void OnRep_Aiming();
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UPROPERTY(EditAnywhere)
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float BaseWalkSpeed;
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UPROPERTY(EditAnywhere)
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float AimWalkSpeed;
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bool bFireButtonPressed;
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//HUD and Crosshairs
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float CrosshairVelocityFactor;
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float CrosshairInAirFactor;
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float CrosshairAimFactor;
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float CrosshairShootingFactor;
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FHUDPackage HUDPackage;
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// Aiming and FOV
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// Field of view when not aiming; set to the camera's base FOV in BeginPlay
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float DefaultFOV;
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UPROPERTY(EditAnywhere, Category = Combat)
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float ZoomedFOV = 30.f;
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float CurrentFOV;
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UPROPERTY(EditAnywhere, Category = Combat)
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float ZoomInterpSpeed = 20.f;
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void InterpFOV(float DeltaTime);
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FVector HitTarget;
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// Automatic fire
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FTimerHandle FireTimer;
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bool bCanFire = true;
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void StartFireTimer();
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void FireTimerFinished();
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void LocalFire(const FVector_NetQuantize& TraceHitTarget);
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void ShotgunLocalFire(const TArray<FVector_NetQuantize>& TraceHitTargets);
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bool CanFire();
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// Carried ammo for the currently equipped weapon
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UPROPERTY(ReplicatedUsing=OnRep_CarriedAmmo)
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int32 CarriedAmmo;
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UFUNCTION()
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void OnRep_CarriedAmmo();
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TMap<EWeaponType, int32> CarriedAmmoMap;
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UPROPERTY(EditAnywhere)
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int32 MaxCarriedAmmo = 500;
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2022-05-09 19:07:33 +00:00
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UPROPERTY(EditAnywhere)
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int32 StartingARAmmo = 30;
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2022-05-18 12:44:39 +00:00
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UPROPERTY(EditAnywhere)
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int32 StartingRocketAmmo = 8;
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2022-05-19 17:13:21 +00:00
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UPROPERTY(EditAnywhere)
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int32 StartingPistolAmmo = 15;
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2022-05-19 18:51:50 +00:00
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UPROPERTY(EditAnywhere)
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int32 StartingSMGAmmo = 100;
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2022-05-20 10:10:21 +00:00
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UPROPERTY(EditAnywhere)
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int32 StartingShotgunAmmo = 15;
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2022-05-20 12:59:40 +00:00
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UPROPERTY(EditAnywhere)
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int32 StartingSniperAmmo = 15;
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2022-05-20 14:29:14 +00:00
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UPROPERTY(EditAnywhere)
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int32 StartingGrenadeLauncherAmmo = 15;
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2022-05-09 19:07:33 +00:00
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void InitializeCarriedAmmo();
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UPROPERTY(ReplicatedUsing=OnRep_CombatState)
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ECombatState CombatState = ECombatState::ECS_Unoccupied;
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UFUNCTION()
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void OnRep_CombatState();
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2022-05-20 23:33:02 +00:00
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void UpdateAmmoValues();
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void UpdateShotgunAmmoValues();
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2022-05-22 13:21:17 +00:00
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UPROPERTY(ReplicatedUsing = OnRep_Grenades)
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int32 Grenades = 4;
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UFUNCTION()
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void OnRep_Grenades();
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UPROPERTY(EditAnywhere)
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int32 MaxGrenades = 4;
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void UpdateHUDGrenades();
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public:
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FORCEINLINE int32 GetGrenades() const { return Grenades; }
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bool ShouldSwapWeapons();
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2022-04-30 11:09:28 +00:00
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};
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