New skills (9) - Bounty: put a cash price on an enemy's head, the killer collects it. - EmpGrenade: grenade victims lose radar and crosshair for a while. - GravityDecoy: the decoy alters gravity for everyone in its radius. - Heavyweight: immune to push and slow effects from other skills. - Nemesis: the marked player takes extra damage from everyone. - Punisher: banks part of the damage you take and releases it on your next hit. - Rewind: drop a marker and teleport back to it shortly after. - TrueArmor: armor absorbs part of incoming damage instead of health. - Voodoo: the marked enemy shares the damage you take. Shared systems - DecoyRing: reusable ground ring so decoy skills show their real area of effect. Adopted by FireRain, FrozenDecoy, GravityDecoy and MagneticDecoy. - WeaponPool: single cached weapon classification (rifle/pistol/grenade) with a normalizing lookup, backed by the new config Weapons section. Replaces the duplicated hardcoded arrays in Assassin, Chicken, Ghost, NoNades, PrimaryBan, RandomWeapon, SniperElite and WeaponsSwap. [because of compatibility with WeaponRestrict] - HUD suppression registry in SkillUtils: crosshair and radar hiding is now refcounted per owner, so overlapping skills (Glitch, Jammer, EmpGrenade) cannot restore each other's state early. - SkillUtils.ResolveHiddenPawns: shared invisible-pawn resolution for C4Camouflage, Ghost and Ninja. - Config gained a Weapons section with automatic migration for existing installs, plus a per-skill DisableOnPistolRound switch honoured by both the round draw and css_setskill. Sound - Volume rebalance - Add SkillUtils.EmitSoundToPlayer with a private RecipientFilter. A null filter had been broadcasting every skill sound to all clients. Migrated 16 call sites: Poison, DemonEye, ToxicSmoke, CarefulBullets, Thorns, HotBomb, LastGasp, LongKnife, Nightmare, Jester, Tripwire, Medic, HealingSmoke, Rewind, Watchmaker. - New effects: LongKnife knife-hit feedback (Weapon_Knife.Hit.Heavy/Light), Grapple hook impact, Fortnite barricade placement, Ricochet bounce, Nightmare cursed tone, Replicator/Illusionist spawn, PsychicDefusing defuse cue, TakeAmmo pickup, Tripwire and Jammer trigger tones. - 29 skills gained a configurable SoundVolume, LongKnife also HitSoundVolume. - Grapple: emit the hook impact at the hook entity instead of at the owner so the enemy team can locate it. - PawelJumper: the engine already plays the first jump, only extra jumps emit. Models and visuals - Grapple: real hook model with configurable hookScale and hookEmbed so the hook sits in the surface it hit. - Pilot: glowing exhaust trail parented to the pawn, active only while airborne. Performance - SkillsInfo.GetValue now resolves through a ConcurrentDictionary cache instead of reflecting on every call; invalidated on config reload. - HUD render cache keyed on player, config, description flag and the three source lines; identical frames skip the rebuild. - Glaz.CheckTransmit: hoist smoke index resolution out of the per-viewer loop and build the pawn-owner map lazily. - playersSkills switched from ConcurrentBag to HashSet<Skills>, turning the NoRepeat filter from an O(n) scan into a set lookup. Fixes - NoRepeat could hand a player two or three skills in one round because the history bag was never deduplicated; the HashSet rewrite closes it. - SniperElite: restore the saved weapon after the halftime team swap instead of dropping it on the pistol round. - Illiterate: the holder alert now reaches chat and is exempt from its own scrambler via PrintToChat(ignoreIlliterate). - EntityManager.DestroyBeam: zero out width and render colour before the kill so beams cannot linger visibly, with a next-frame Remove fallback. - Ricochet: drop all 18 diagnostic Trace calls and the Trace helper; the skill measured stable over 48h and the tracing dominated the debug log. Debug - Tag round start, round end and freeze-time-end lines with [WARMUP] so warmup load is separable from live rounds.
178 lines
No EOL
7.3 KiB
C#
178 lines
No EOL
7.3 KiB
C#
using System.Collections.Concurrent;
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using CounterStrikeSharp.API;
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using CounterStrikeSharp.API.Core;
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using CounterStrikeSharp.API.Modules.Utils;
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using src.utils;
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using static src.jRandomSkills;
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namespace src.player.skills
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{
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public class RandomWeapon : ISkill
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{
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private const Skills skillName = Skills.RandomWeapon;
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private static readonly ConcurrentDictionary<uint, PlayerSkillInfo> SkillPlayerInfo = new();
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private static readonly object setLock = new();
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private static HashSet<string> pistols => WeaponPool.Pistols;
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private static HashSet<string> rifles => WeaponPool.Rifles;
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public static void LoadSkill()
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{
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SkillUtils.RegisterSkill(skillName, SkillsInfo.GetValue<string>(skillName, "color"));
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}
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public static void NewRound()
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{
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lock (setLock)
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SkillPlayerInfo.Clear();
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}
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public static void OnTick()
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{
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if (!SkillUtils.IsHudFrame()) return;
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var players = PlayerManager.GetTickPlayers().ToArray();
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foreach (var player in players)
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{
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var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
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if (playerInfo?.Skill == skillName && SkillPlayerInfo.TryGetValue(player.Index, out var skillInfo))
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UpdateHUD(player, skillInfo);
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}
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}
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public static void EnableSkill(CCSPlayerController player)
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{
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SkillPlayerInfo.TryAdd(player.Index, new PlayerSkillInfo
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{
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SteamID = player.Index,
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CanUse = true,
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Cooldown = DateTime.MinValue,
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});
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}
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public static void DisableSkill(CCSPlayerController player)
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{
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SkillPlayerInfo.TryRemove(player.Index, out _);
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SkillUtils.ResetPrintHTML(player);
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}
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private static void UpdateHUD(CCSPlayerController player, PlayerSkillInfo skillInfo)
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{
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float cooldown = 0;
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if (skillInfo != null)
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{
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float time = (int)Math.Ceiling((skillInfo.Cooldown.AddSeconds(SkillsInfo.GetValue<float>(skillName, "cooldown")) - DateTime.Now).TotalSeconds);
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cooldown = Math.Max(time, 0);
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if (cooldown == 0 && skillInfo.CanUse == false)
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skillInfo.CanUse = true;
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}
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var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
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if (playerInfo == null) return;
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playerInfo.PrintHTML = cooldown == 0
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? null
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: $"{player.GetTranslation("hud_info", $"<font color='#FF0000'>{cooldown}</font>")}";
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}
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public static void UseSkill(CCSPlayerController player)
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{
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var pawn = player.PlayerPawn.Value;
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if (pawn?.CBodyComponent == null) return;
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if (!SkillPlayerInfo.TryGetValue(player.Index, out var skillInfo)) return;
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if (!player.IsValid || player.LifeState != (byte)LifeState_t.LIFE_ALIVE) return;
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if (!skillInfo.CanUse)
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{
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return;
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}
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skillInfo.CanUse = false;
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skillInfo.Cooldown = DateTime.Now;
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RemoveAndGiveWeapon(player);
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}
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private static bool RollPistol(bool pistolAvailable, bool rifleAvailable)
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{
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if (!rifleAvailable) return true;
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if (!pistolAvailable) return false;
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float pistolChance = Math.Max(SkillsInfo.GetValue<float>(skillName, "pistolChance"), 0);
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float rifleChance = Math.Max(SkillsInfo.GetValue<float>(skillName, "rifleChance"), 0);
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float total = pistolChance + rifleChance;
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if (total <= 0) return Instance.Random.Next(2) == 0;
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return Instance.Random.NextDouble() * total < pistolChance;
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}
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private static void RemoveAndGiveWeapon(CCSPlayerController player)
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{
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var pawn = player.PlayerPawn.Value;
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if (pawn == null || !pawn.IsValid || pawn.WeaponServices == null) return;
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var playerWeapons = new HashSet<string>(StringComparer.Ordinal);
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foreach (var item in pawn.WeaponServices.MyWeapons)
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if (item != null && item.IsValid && item.Value != null && item.Value.IsValid && !string.IsNullOrEmpty(item.Value.DesignerName))
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playerWeapons.Add(item.Value.DesignerName);
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if (playerWeapons.Count == 0)
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return;
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var availablePistols = pistols.Where(w => !playerWeapons.Contains(w)).ToArray();
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var availableRifles = rifles.Where(w => !playerWeapons.Contains(w)).ToArray();
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if (availablePistols.Length == 0 && availableRifles.Length == 0)
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return;
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bool isPistol = RollPistol(availablePistols.Length > 0, availableRifles.Length > 0);
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var available = isPistol ? availablePistols : availableRifles;
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string newWeapon = available[Instance.Random.Next(available.Length)];
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string? weaponToRemove = null;
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foreach (var item in pawn.WeaponServices.MyWeapons)
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{
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if (item == null || !item.IsValid || item.Value == null || !item.Value.IsValid) continue;
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var name = item.Value.DesignerName;
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if (string.IsNullOrEmpty(name)) continue;
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if ((isPistol && pistols.Contains(name)) || (!isPistol && rifles.Contains(name)))
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{
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weaponToRemove = name;
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break;
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}
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}
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if (!string.IsNullOrEmpty(weaponToRemove))
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{
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foreach (var item in pawn.WeaponServices.MyWeapons)
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{
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if (item == null || !item.IsValid || item.Value == null || !item.Value.IsValid) continue;
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if (item.Value.DesignerName == weaponToRemove)
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SkillUtils.SafeKillEntity<CBasePlayerWeapon>((uint)item.Value.Index);
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}
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}
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uint playerIndex = player.Index;
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Instance.AddTimer(.1f, () =>
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{
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var pl = Utilities.GetPlayerFromIndex((int)playerIndex);
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if (pl == null || !pl.IsValid) return;
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pl.GiveNamedItem(newWeapon);
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}, CounterStrikeSharp.API.Modules.Timers.TimerFlags.STOP_ON_MAPCHANGE);
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}
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public class PlayerSkillInfo
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{
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public ulong SteamID { get; set; }
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public bool CanUse { get; set; }
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public DateTime Cooldown { get; set; }
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}
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public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#e0873a", CsTeam onlyTeam = CsTeam.None, bool disableOnFreezeTime = false, bool needsTeammates = false, string requiredPermission = "", float? hudDuration = null, float? descriptionHudDuration = null, int maxPerServer = -1, Rarity rarity = Rarity.Common, float cooldown = 15f, float pistolChance = 60f, float rifleChance = 40f) : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates, requiredPermission, hudDuration, descriptionHudDuration, maxPerServer, rarity)
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{
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public float Cooldown { get; set; } = cooldown;
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public float PistolChance { get; set; } = pistolChance;
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public float RifleChance { get; set; } = rifleChance;
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}
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}
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} |