mirror of
https://github.com/mapbase-source/source-sdk-2013.git
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195 lines
6.6 KiB
C++
195 lines
6.6 KiB
C++
//========= 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 "basehlcombatweapon.h"
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#include "NPCevent.h"
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#include "basecombatcharacter.h"
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#include "ai_basenpc.h"
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#include "player.h"
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#include "game.h"
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#include "in_buttons.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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class CWeaponSMG2 : public CHLSelectFireMachineGun
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{
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public:
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DECLARE_CLASS( CWeaponSMG2, CHLSelectFireMachineGun );
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CWeaponSMG2();
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DECLARE_SERVERCLASS();
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const Vector &GetBulletSpread( void );
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void Precache( void );
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void AddViewKick( void );
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void Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator );
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float GetFireRate( void ) { return 0.1f; }
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int CapabilitiesGet( void ) { return bits_CAP_WEAPON_RANGE_ATTACK1; }
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DECLARE_ACTTABLE();
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};
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IMPLEMENT_SERVERCLASS_ST(CWeaponSMG2, DT_WeaponSMG2)
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END_SEND_TABLE()
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LINK_ENTITY_TO_CLASS( weapon_smg2, CWeaponSMG2 );
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PRECACHE_WEAPON_REGISTER(weapon_smg2);
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acttable_t CWeaponSMG2::m_acttable[] =
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{
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{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SMG2, true },
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#if EXPANDED_HL2_UNUSED_WEAPON_ACTIVITIES
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// Optional new NPC activities
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// (these should fall back to SMG animations when they don't exist on an NPC)
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{ ACT_RELOAD, ACT_RELOAD_SMG2, true },
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{ ACT_IDLE, ACT_IDLE_SMG2, true },
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{ ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_SMG2, true },
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// Readiness activities (not aiming)
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{ ACT_IDLE_RELAXED, ACT_IDLE_SMG2_RELAXED, false },//never aims
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{ ACT_IDLE_STIMULATED, ACT_IDLE_SMG2_STIMULATED, false },
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{ ACT_IDLE_AGITATED, ACT_IDLE_ANGRY_SMG2, false },//always aims
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{ ACT_WALK_RELAXED, ACT_WALK_SMG2_RELAXED, false },//never aims
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{ ACT_WALK_STIMULATED, ACT_WALK_SMG2_STIMULATED, false },
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{ ACT_WALK_AGITATED, ACT_WALK_AIM_SMG2, false },//always aims
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{ ACT_RUN_RELAXED, ACT_RUN_SMG2_RELAXED, false },//never aims
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{ ACT_RUN_STIMULATED, ACT_RUN_SMG2_STIMULATED, false },
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{ ACT_RUN_AGITATED, ACT_RUN_AIM_SMG2, false },//always aims
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// Readiness activities (aiming)
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{ ACT_IDLE_AIM_RELAXED, ACT_IDLE_SMG2_RELAXED, false },//never aims
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{ ACT_IDLE_AIM_STIMULATED, ACT_IDLE_AIM_SMG2_STIMULATED, false },
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{ ACT_IDLE_AIM_AGITATED, ACT_IDLE_ANGRY_SMG2, false },//always aims
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{ ACT_WALK_AIM_RELAXED, ACT_WALK_SMG2_RELAXED, false },//never aims
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{ ACT_WALK_AIM_STIMULATED, ACT_WALK_AIM_SMG2_STIMULATED, false },
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{ ACT_WALK_AIM_AGITATED, ACT_WALK_AIM_SMG2, false },//always aims
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{ ACT_RUN_AIM_RELAXED, ACT_RUN_SMG2_RELAXED, false },//never aims
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{ ACT_RUN_AIM_STIMULATED, ACT_RUN_AIM_SMG2_STIMULATED, false },
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{ ACT_RUN_AIM_AGITATED, ACT_RUN_AIM_SMG2, false },//always aims
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//End readiness activities
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{ ACT_WALK, ACT_WALK_SMG2, true },
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{ ACT_WALK_AIM, ACT_WALK_AIM_SMG2, true },
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{ ACT_WALK_CROUCH, ACT_WALK_CROUCH_RIFLE, true },
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{ ACT_WALK_CROUCH_AIM, ACT_WALK_CROUCH_AIM_RIFLE, true },
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{ ACT_RUN, ACT_RUN_SMG2, true },
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{ ACT_RUN_AIM, ACT_RUN_AIM_SMG2, true },
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{ ACT_RUN_CROUCH, ACT_RUN_CROUCH_RIFLE, true },
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{ ACT_RUN_CROUCH_AIM, ACT_RUN_CROUCH_AIM_RIFLE, true },
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{ ACT_GESTURE_RANGE_ATTACK1, ACT_GESTURE_RANGE_ATTACK_SMG2, true },
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{ ACT_RANGE_ATTACK1_LOW, ACT_RANGE_ATTACK_SMG2_LOW, true },
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{ ACT_COVER_LOW, ACT_COVER_SMG2_LOW, false },
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{ ACT_RANGE_AIM_LOW, ACT_RANGE_AIM_SMG2_LOW, false },
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{ ACT_RELOAD_LOW, ACT_RELOAD_SMG2_LOW, false },
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{ ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SMG2, true },
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{ ACT_ARM, ACT_ARM_RIFLE, false },
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{ ACT_DISARM, ACT_DISARM_RIFLE, false },
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#if EXPANDED_HL2_COVER_ACTIVITIES
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{ ACT_RANGE_AIM_MED, ACT_RANGE_AIM_SMG2_MED, false },
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{ ACT_RANGE_ATTACK1_MED, ACT_RANGE_ATTACK_SMG2_MED, false },
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#endif
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#if EXPANDED_HL2DM_ACTIVITIES
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// HL2:DM activities (for third-person animations in SP)
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{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_SMG2, false },
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{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_SMG2, false },
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{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_SMG2, false },
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{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_SMG2, false },
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{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG2, false },
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{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_SMG2, false },
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{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_SMG2, false },
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{ ACT_HL2MP_WALK, ACT_HL2MP_WALK_SMG2, false },
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{ ACT_HL2MP_GESTURE_RANGE_ATTACK2, ACT_HL2MP_GESTURE_RANGE_ATTACK2_SMG2, false },
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#endif
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#endif
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};
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IMPLEMENT_ACTTABLE(CWeaponSMG2);
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//=========================================================
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CWeaponSMG2::CWeaponSMG2( )
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{
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m_fMaxRange1 = 2000;
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m_fMinRange1 = 32;
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m_iFireMode = FIREMODE_3RNDBURST;
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}
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void CWeaponSMG2::Precache( void )
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{
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BaseClass::Precache();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : const Vector
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//-----------------------------------------------------------------------------
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const Vector &CWeaponSMG2::GetBulletSpread( void )
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{
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static const Vector cone = VECTOR_CONE_10DEGREES;
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return cone;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pEvent -
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// *pOperator -
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//-----------------------------------------------------------------------------
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void CWeaponSMG2::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator )
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{
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switch( pEvent->event )
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{
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case EVENT_WEAPON_SMG2:
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{
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Vector vecShootOrigin, vecShootDir;
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vecShootOrigin = pOperator->Weapon_ShootPosition( );
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CAI_BaseNPC *npc = pOperator->MyNPCPointer();
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ASSERT( npc != NULL );
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vecShootDir = npc->GetActualShootTrajectory( vecShootOrigin );
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WeaponSound(SINGLE_NPC);
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pOperator->FireBullets( 1, vecShootOrigin, vecShootDir, VECTOR_CONE_PRECALCULATED, MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 2 );
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pOperator->DoMuzzleFlash();
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m_iClip1 = m_iClip1 - 1;
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}
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break;
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default:
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BaseClass::Operator_HandleAnimEvent( pEvent, pOperator );
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break;
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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 CWeaponSMG2::AddViewKick( void )
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{
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#define EASY_DAMPEN 0.5f
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#define MAX_VERTICAL_KICK 2.0f //Degrees
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#define SLIDE_LIMIT 1.0f //Seconds
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//Get the view kick
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CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
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if (!pPlayer)
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return;
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DoMachineGunKick( pPlayer, EASY_DAMPEN, MAX_VERTICAL_KICK, m_fFireDuration, SLIDE_LIMIT );
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}
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