1 | // |
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2 | // Orbital |
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3 | // |
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4 | // Copyright: (c) 2012 Various People |
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5 | // |
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6 | |
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7 | /* FIXME: this file is pure crap; it's only a test. */ |
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8 | |
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9 | #if !defined __SNAKE_H__ |
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10 | #define __SNAKE_H__ |
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11 | |
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12 | class Snake : public WorldEntity |
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13 | { |
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14 | public: |
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15 | Snake(int nodes) |
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16 | : m_steer(0.f), |
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17 | m_ready(false) |
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18 | { |
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19 | m_head.SendCommand("sc1,1,1,1,afcb10,10,10,1,sc.9,.6,.1,1,afcb30,3,3,.8,fl"); |
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20 | m_head.SendCommand("sc1,1,1,1,afcb.4,.4,12,.4,tz3,tx8,mx,fl"); |
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21 | m_head.SendCommand("sc1,1,1,1,afcb.4,.4,12,.4,tz3,tx12,mx,fl"); |
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22 | m_head.SendCommand("sc.4,.6,.8,.6,afcb5,8,8,1,ty3,tz3,fl"); |
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23 | |
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24 | m_body.SendCommand("sc1,1,1,1,afcb6,6,12,1,sc.9,.6,.1,1,afcb3,20,3,.8,afcb20,3,3,.8,fl"); |
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25 | m_body.SendCommand("sc1,1,1,1,afcb.4,.4,7,.4,ty8,my,fl"); |
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26 | m_body.SendCommand("sc1,1,1,1,afcb.4,.4,7,.4,tx8,mx,fl"); |
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27 | |
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28 | m_tail.SendCommand("sc1,1,1,1,afcb6,6,10,1,tz-1,fl"); |
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29 | m_tail.SendCommand("sc.9,.6,.1,1,afcb3,15,3,.8,ty8,fl"); |
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30 | m_tail.SendCommand("sc1,1,1,1,afcb.4,.4,8,.4,tz-1,ty8,fl"); |
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31 | m_tail.SendCommand("sc1,1,1,1,afcb.4,.4,8,.4,tz-1,ty12,fl"); |
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32 | m_tail.SendCommand("sc.9,.6,.1,1,afcb15,3,3,.8,tx8,fl"); |
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33 | m_tail.SendCommand("sc1,1,1,1,afcb.4,.4,8,.4,tz-1,tx8,fl"); |
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34 | m_tail.SendCommand("sc1,1,1,1,afcb.4,.4,8,.4,tz-1,tx12,fl"); |
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35 | |
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36 | m_position = vec3(RandF(0.f, 100.f), 20.f, RandF(150.f, 250.f)); |
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37 | m_rotation = quat::rotate(RandF(30.f, 70.f), 0.f, 1.f, 0.f);; |
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38 | |
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39 | /* The last node is actually the tail */ |
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40 | for (int i = 0; i < nodes; i++) |
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41 | m_nodes.Push(m_rotation.transform(vec3(-12.f, 0.f, 0.f)), |
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42 | 0.f, 100.f, 0.f); |
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43 | m_nodes.Push(vec3(0.f, 0.f, 0.f), 45.f, 100.f, 0.f); |
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44 | } |
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45 | |
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46 | ~Snake() |
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47 | { |
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48 | } |
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49 | |
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50 | char const *GetName() { return "<snake>"; } |
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51 | |
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52 | vec3 GetBarycenter() |
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53 | { |
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54 | vec3 new_camera_pos = m_position; |
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55 | for (int i = 0; i < m_nodes.Count(); i++) |
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56 | new_camera_pos += m_nodes[i].m1; |
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57 | new_camera_pos /= (float)(m_nodes.Count() + 1); |
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58 | |
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59 | return new_camera_pos; |
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60 | } |
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61 | |
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62 | protected: |
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63 | virtual void TickGame(float seconds) |
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64 | { |
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65 | WorldEntity::TickGame(seconds); |
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66 | |
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67 | m_steer += 2.f * seconds; |
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68 | |
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69 | /* Destruction test */ |
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70 | if (m_nodes.Count() >= 3 && m_steer > 30 |
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71 | && (int)m_steer / 6 != (int)(m_steer - 2.f * seconds) / 6) |
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72 | { |
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73 | int tohit = (int)RandF(m_nodes.Count() - 2); |
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74 | m_nodes[tohit + 1].m4 += 150.f; |
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75 | m_nodes[tohit + 2].m4 += 150.f; |
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76 | } |
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77 | |
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78 | float test = sinf(m_steer) * 100.f + 30.f; |
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79 | m_rotation *= quat::rotate(seconds * test, vec3(0, 1, 0)); |
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80 | |
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81 | m_velocity = 60.f * m_rotation.transform(vec3(0, 0, 1)); |
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82 | vec3 deltapos = seconds * m_velocity; |
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83 | m_position += deltapos; |
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84 | |
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85 | /* Remove dead nodes */ |
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86 | for (int i = m_nodes.Count(); --i; ) |
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87 | { |
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88 | if (m_nodes[i].m3 < 0.f) |
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89 | { |
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90 | m_nodes[i + 1].m1 += m_nodes[i].m1; |
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91 | m_nodes.Remove(i); |
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92 | } |
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93 | } |
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94 | |
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95 | /* Regrow! FIXME: just a test */ |
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96 | if (m_nodes.Count() < 5) |
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97 | { |
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98 | m_nodes.Empty(); |
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99 | for (int i = 0; i < 35; i++) |
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100 | m_nodes.Push(m_rotation.transform(vec3(-12.f, 0.f, 0.f)), |
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101 | 0.f, 100.f, 0.f); |
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102 | m_nodes.Push(vec3(0.f, 0.f, 0.f), 45.f, 100.f, 0.f); |
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103 | } |
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104 | |
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105 | for (int i = 0; i < m_nodes.Count(); i++) |
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106 | { |
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107 | /* The current node is dragged by the previous one */ |
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108 | vec3 new_delta = m_nodes[i].m1 - deltapos; |
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109 | float new_distance = length(new_delta); |
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110 | if (new_distance > 12.f) |
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111 | { |
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112 | new_delta /= new_distance; |
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113 | new_distance = std::max(12.f, new_distance - seconds * 80.f); |
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114 | new_delta *= new_distance; |
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115 | } |
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116 | deltapos = new_delta + deltapos - m_nodes[i].m1; |
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117 | m_nodes[i].m1 = new_delta; |
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118 | |
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119 | /* If the current node is not the tail, rotate */ |
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120 | if (i != m_nodes.Count() - 1) |
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121 | m_nodes[i].m2 += seconds * ((i & 1) ? 200.f : -200.f); |
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122 | |
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123 | /* Apply damage */ |
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124 | float damage = std::min(m_nodes[i].m4, 30.f * seconds); |
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125 | m_nodes[i].m3 -= damage; |
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126 | m_nodes[i].m4 -= damage; |
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127 | } |
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128 | } |
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129 | |
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130 | virtual void TickDraw(float seconds) |
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131 | { |
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132 | WorldEntity::TickDraw(seconds); |
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133 | |
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134 | if (!m_ready) |
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135 | { |
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136 | m_head.SendCommand("irb"); |
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137 | m_body.SendCommand("irb"); |
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138 | m_tail.SendCommand("irb"); |
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139 | m_ready = true; |
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140 | } |
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141 | |
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142 | vec3 pos = m_position; |
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143 | quat rot = m_rotation; |
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144 | float y_angle = 0.f; |
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145 | mat4 model = mat4::translate(pos) * mat4(rot); |
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146 | m_head.Render(model); |
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147 | |
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148 | for (int i = 0; i < m_nodes.Count(); i++) |
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149 | { |
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150 | pos += m_nodes[i].m1; |
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151 | y_angle = (180.f / M_PI) * atan2(m_nodes[i].m1.x, m_nodes[i].m1.z); |
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152 | rot = quat::rotate(y_angle, 0.f, 1.f, 0.f) |
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153 | * quat::rotate(m_nodes[i].m2, 0.f, 0.f, 1.f); |
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154 | model = mat4::translate(pos) * mat4(rot); |
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155 | if (i != m_nodes.Count() - 1 && m_nodes[i].m4) |
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156 | m_body.Render(model, sin(2.f * m_nodes[i].m3) * .5f + .5f); |
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157 | else if (i != m_nodes.Count() - 1) |
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158 | m_body.Render(model); |
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159 | else |
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160 | m_tail.Render(model); |
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161 | } |
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162 | } |
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163 | |
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164 | private: |
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165 | Mesh m_head, m_body, m_tail; |
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166 | float m_steer; |
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167 | /* List of nodes (position, self-rotation angle, life, damage) */ |
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168 | Array<vec3, float, float, float> m_nodes; |
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169 | bool m_ready; |
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170 | }; |
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171 | |
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172 | #endif /* __SNAKE_H__ */ |
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173 | |
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