convert comments in cpp files to utf8
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@ -170,10 +170,10 @@ bool CActorInstance::InputComboAttackCommand(float fDirRot)
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}
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else if (m_pkCurRaceMotionData->IsComboInputTimeData())
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{
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// <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD>
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// 동작 경과 시간
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float fElapsedTime = GetAttackingElapsedTime();
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// <EFBFBD>̹<EFBFBD> <20>Է<EFBFBD> <20>Ѱ<EFBFBD> <20>ð<EFBFBD><C3B0><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ٸ<EFBFBD>..
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// 이미 입력 한계 시간이 지났다면..
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if (fElapsedTime > m_pkCurRaceMotionData->GetComboInputEndTime())
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{
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//Tracen("\xC0\xD4\xB7\xC2 \xC7\xD1\xB0\xE8 \xBD\xC3\xB0\xA3 \xC1\xF6\xB3\xB2");
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@ -182,14 +182,14 @@ bool CActorInstance::InputComboAttackCommand(float fDirRot)
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return false;
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}
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if (fElapsedTime > m_pkCurRaceMotionData->GetNextComboTime()) // <EFBFBD><EFBFBD> <20>ߵ<EFBFBD> <20>ð<EFBFBD> <20><> <20>Ķ<EFBFBD><C4B6><EFBFBD>
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if (fElapsedTime > m_pkCurRaceMotionData->GetNextComboTime()) // 콤보 발동 시간 이 후라면
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{
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//Tracen("\xB4\xD9\xC0\xBD \xC4\xDE\xBA\xB8 \xB5\xBF\xC0\xDB");
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// args : BlendingTime
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__RunNextCombo();
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return true;
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}
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else if (fElapsedTime > m_pkCurRaceMotionData->GetComboInputStartTime()) // <EFBFBD><EFBFBD> <20>Է<EFBFBD> <20>ð<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>..
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else if (fElapsedTime > m_pkCurRaceMotionData->GetComboInputStartTime()) // 선 입력 시간 범위 라면..
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{
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//Tracen("\xBC\xB1 \xC0\xD4\xB7\xC2 \xBC\xB3\xC1\xA4");
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m_isPreInput = TRUE;
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@ -199,7 +199,7 @@ bool CActorInstance::InputComboAttackCommand(float fDirRot)
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else
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{
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float fElapsedTime = GetAttackingElapsedTime();
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if (fElapsedTime > m_pkCurRaceMotionData->GetMotionDuration()*0.9f) // <EFBFBD><EFBFBD> <20>ߵ<EFBFBD> <20>ð<EFBFBD> <20><> <20>Ķ<EFBFBD><C4B6><EFBFBD>
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if (fElapsedTime > m_pkCurRaceMotionData->GetMotionDuration()*0.9f) // 콤보 발동 시간 이 후라면
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{
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//Tracen("\xB4\xD9\xC0\xBD \xC4\xDE\xBA\xB8 \xB5\xBF\xC0\xDB");
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// args : BlendingTime
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@ -243,8 +243,8 @@ void CActorInstance::ComboProcess()
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{
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m_isPreInput = FALSE;
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if (!IsUsingSkill()) // m_isNextPreInput<EFBFBD><EFBFBD> Ȱ<><C8B0><EFBFBD><EFBFBD> <20>϶<EFBFBD><CFB6><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ϴ<EFBFBD> <20><><EFBFBD><EFBFBD>
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if (m_isNextPreInput) // Ȱ<EFBFBD>϶<EFBFBD><EFBFBD><EFBFBD> <20><>ų<EFBFBD><C5B3> ĵ<><C4B5> <20>Ǵ°<C7B4> <20>̰<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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if (!IsUsingSkill()) // m_isNextPreInput는 활모드 일때만 사용하는 변수
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if (m_isNextPreInput) // 활일때만 스킬이 캔슬 되는건 이곳 때문임
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{
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__RunNextCombo();
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m_isNextPreInput = FALSE;
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@ -288,7 +288,7 @@ void CActorInstance::__RunNextCombo()
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ComboAttack(wcurComboMotionIndex, m_fAtkDirRot, 0.1f);
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////////////////////////////////
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// <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ٸ<EFBFBD>
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// 콤보가 끝났다면
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if (m_dwcurComboIndex == pComboData->ComboIndexVector.size())
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{
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__OnEndCombo();
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@ -302,8 +302,8 @@ void CActorInstance::__OnEndCombo()
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m_dwcurComboIndex = 1;
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}
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// <EFBFBD><EFBFBD><EFBFBD>⼭ <20><EFBFBD><DEBA><EFBFBD> <20>ʱ<EFBFBD>ȭ <20>ؼ<EFBFBD> <20>ȵȴ<C8B5>.
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// <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ʱ<EFBFBD>ȭ <20>Ǵ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><EFBFBD><DEBA><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Motion <20><> <20>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD> Wait <20><><EFBFBD><EFBFBD> <20><><EFBFBD>ư<EFBFBD><C6B0><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>̴<EFBFBD>.
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// 여기서 콤보를 초기화 해선 안된다.
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// 콤보가 초기화 되는 곳은 마지막 콤보가 끝나고 Motion 이 자동으로 Wait 으로 돌아가는 시점이다.
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}
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void CActorInstance::__ClearCombo()
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@ -566,7 +566,7 @@ bool CActorInstance::__CanPushDestActor(CActorInstance& rkActorDst)
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if (rkActorDst.IsNPC())
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return false;
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// <EFBFBD>Ŵ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>и<EFBFBD> <20><><EFBFBD><EFBFBD>
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// 거대 몬스터 밀림 제외
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extern bool IS_HUGE_RACE(unsigned int vnum);
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if (IS_HUGE_RACE(rkActorDst.GetRace()))
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return false;
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@ -587,15 +587,15 @@ bool IS_PARTY_HUNTING_RACE(unsigned int vnum)
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{
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return true;
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// <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>Ƽ <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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// 모든 몬스터 파티 사냥 적용
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/*
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if (vnum < 8) // <EFBFBD>÷<EFBFBD><EFBFBD>̾<EFBFBD>
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if (vnum < 8) // 플레이어
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return true;
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if (vnum >= 8000 && vnum <= 8112) // <EFBFBD><EFBFBD>ƾ<EFBFBD><EFBFBD>
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if (vnum >= 8000 && vnum <= 8112) // 메틴석
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return true;
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if (vnum >= 2400 && vnum < 5000) // õ<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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if (vnum >= 2400 && vnum < 5000) // 천의 동굴 이후 몬스터
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return true;
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return false;
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@ -623,13 +623,13 @@ void CActorInstance::__ProcessDataAttackSuccess(const NRaceData::TAttackData & c
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// Invisible Time
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if (IS_PARTY_HUNTING_RACE(rVictim.GetRace()))
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{
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if (uiSkill) // <EFBFBD><EFBFBD>Ƽ <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>Ͷ<EFBFBD><CDB6><EFBFBD> <20><>ų<EFBFBD≯<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ð<EFBFBD> <20><><EFBFBD><EFBFBD>
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if (uiSkill) // 파티 사냥 몬스터라도 스킬이면 무적시간 적용
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rVictim.m_fInvisibleTime = CTimer::Instance().GetCurrentSecond() + c_rAttackData.fInvisibleTime;
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if (m_isMain) // #0000794: [M2KR] <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> - <20>뷱<EFBFBD><EBB7B1> <20><><EFBFBD><EFBFBD> Ÿ<><C5B8> <20><><EFBFBD>ݿ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> Ÿ<><C5B8><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ʰ<EFBFBD> <20>ڽ<EFBFBD> <20><><EFBFBD>ݿ<EFBFBD> <20><><EFBFBD>Ѱ<D1B0> üũ<C3BC>Ѵ<EFBFBD>
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if (m_isMain) // #0000794: [M2KR] 폴리모프 - 밸런싱 문제 타인 공격에 의한 무적 타임은 고려하지 않고 자신 공격에 의한것만 체크한다
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rVictim.m_fInvisibleTime = CTimer::Instance().GetCurrentSecond() + c_rAttackData.fInvisibleTime;
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}
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else // <EFBFBD><EFBFBD>Ƽ <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>Ͱ<EFBFBD> <20>ƴ<EFBFBD> <20><><EFBFBD>츸 <20><><EFBFBD><EFBFBD>
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else // 파티 사냥 몬스터가 아닐 경우만 적용
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{
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rVictim.m_fInvisibleTime = CTimer::Instance().GetCurrentSecond() + c_rAttackData.fInvisibleTime;
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}
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@ -640,7 +640,7 @@ void CActorInstance::__ProcessDataAttackSuccess(const NRaceData::TAttackData & c
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// Hit Effect
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D3DXVECTOR3 vec3Effect(rVictim.m_x, rVictim.m_y, rVictim.m_z);
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// #0000780: [M2KR] <EFBFBD><EFBFBD><EFBFBD><EFBFBD> Ÿ<>ݱ<EFBFBD> <20><><EFBFBD><EFBFBD>
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// #0000780: [M2KR] 수룡 타격구 문제
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extern bool IS_HUGE_RACE(unsigned int vnum);
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if (IS_HUGE_RACE(rVictim.GetRace()))
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{
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@ -651,7 +651,7 @@ void CActorInstance::__ProcessDataAttackSuccess(const NRaceData::TAttackData & c
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float fHeight = D3DXToDegree(atan2(-vec3Effect.x + v3Pos.x,+vec3Effect.y - v3Pos.y));
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// 2004.08.03.myevan.<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>̳<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> Ÿ<><C5B8> ȿ<><C8BF><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ʴ´<CAB4>
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// 2004.08.03.myevan.빌딩이나 문의 경우 타격 효과가 보이지 않는다
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if (rVictim.IsBuilding()||rVictim.IsDoor())
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{
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D3DXVECTOR3 vec3Delta=vec3Effect-v3Pos;
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@ -673,7 +673,7 @@ void CActorInstance::__ProcessDataAttackSuccess(const NRaceData::TAttackData & c
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if (rVictim.IsBuilding())
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{
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// 2004.08.03.<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD>鸮<EFBFBD><E9B8AE> <20>̻<EFBFBD><CCBB>ϴ<EFBFBD>
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// 2004.08.03.빌딩의 경우 흔들리면 이상하다
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}
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else if (rVictim.IsStone() || rVictim.IsDoor())
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{
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