Noah Petherbridge
9b75f1b039
* New built-in wallpaper: "Dotted paper (dark)" is a dark-themed wallpaper. * New built-in palette: "Neon Bright" with bright colors for dark levels. * New cheat: "warp whistle" to automatically win the level. * In case the user has a VERY LARGE screen resolution bigger than the full bounds of a Bounded level, the Play Scene will cap the size and center the level canvas onto the window. This is preferable to being able to see beyond the level's boundaries and hitting an invisible wall in-game. * Make the titlescreen Lazy Scroll work on unbounded levels. It can't bounce off scroll boundaries but it will reverse course if it reaches the level's furthest limits. * Bugfix: characters' white eyes were transparent in-game. Multiple culprits from the `doodad convert` tool defaulting the chroma key to white, to the SDL2 textures considering white to be transparent. For the latter, the game offsets the color by -1 blue.
211 lines
6.1 KiB
Go
211 lines
6.1 KiB
Go
package doodle
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import (
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"strings"
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"time"
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"git.kirsle.net/apps/doodle/pkg/balance"
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"git.kirsle.net/apps/doodle/pkg/modal/loadscreen"
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)
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// IsDefaultPlayerCharacter checks whether the DefaultPlayerCharacter doodad has
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// been modified
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// SetPlayerCharacter -- this is designed to be called in-game with the developer
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// console. Sets your player character to whatever doodad you want, not just the
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// few that have cheat codes. If you set an invalid filename, you become the
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// dummy default doodad sprite (a red "X").
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func (d *Doodle) SetPlayerCharacter(filename string) {
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balance.PlayerCharacterDoodad = filename
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if playScene, isPlay := d.Scene.(*PlayScene); isPlay {
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playScene.SetPlayerCharacter(balance.PlayerCharacterDoodad)
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}
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}
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// cheatCommand is a subroutine of the Command.Run() method of the Doodle
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// developer shell (commands.go). It looks for special cheat codes entered
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// into the command shell and executes them.
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//
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// Returns true if a cheat was intercepted, false if the command is not a cheat.
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func (c Command) cheatCommand(d *Doodle) bool {
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// Some cheats only work in Play Mode.
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playScene, isPlay := d.Scene.(*PlayScene)
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// If a character cheat is used during Play Mode, replace the player NOW.
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var setPlayerCharacter bool
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// Cheat codes
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switch c.Raw {
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case balance.CheatUncapFPS:
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if fpsDoNotCap {
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d.Flash("Reset frame rate throttle to factory default FPS")
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} else {
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d.Flash("Unleashing as many frames as we can render!")
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}
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fpsDoNotCap = !fpsDoNotCap
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case balance.CheatEditDuringPlay:
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if isPlay {
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playScene.drawing.Editable = true
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playScene.SetCheated()
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d.Flash("Level canvas is now editable. Don't edit and drive!")
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} else {
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d.FlashError("Use this cheat in Play Mode to make the level canvas editable.")
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}
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case balance.CheatScrollDuringPlay:
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if isPlay {
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playScene.drawing.Scrollable = true
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playScene.SetCheated()
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d.Flash("Level canvas is now scrollable with the arrow keys.")
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} else {
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d.FlashError("Use this cheat in Play Mode to make the level scrollable.")
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}
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case balance.CheatAntigravity:
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if isPlay {
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playScene.SetCheated()
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playScene.antigravity = !playScene.antigravity
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playScene.Player.SetGravity(!playScene.antigravity)
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if playScene.antigravity {
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d.Flash("Gravity disabled for player character.")
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} else {
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d.Flash("Gravity restored for player character.")
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}
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} else {
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d.FlashError("Use this cheat in Play Mode to disable gravity for the player character.")
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}
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case balance.CheatNoclip:
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if isPlay {
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playScene.SetCheated()
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playScene.noclip = !playScene.noclip
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playScene.Player.SetNoclip(playScene.noclip)
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playScene.antigravity = playScene.noclip
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playScene.Player.SetGravity(!playScene.antigravity)
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if playScene.noclip {
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d.Flash("Clipping disabled for player character.")
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} else {
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d.Flash("Clipping and gravity restored for player character.")
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}
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} else {
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d.FlashError("Use this cheat in Play Mode to disable clipping for the player character.")
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}
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case balance.CheatShowAllActors:
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if isPlay {
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playScene.SetCheated()
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for _, actor := range playScene.drawing.Actors() {
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actor.Show()
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}
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d.Flash("All invisible actors made visible.")
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} else {
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d.FlashError("Use this cheat in Play Mode to show hidden actors, such as technical doodads.")
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}
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case balance.CheatGiveKeys:
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if isPlay {
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playScene.SetCheated()
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playScene.Player.AddItem("key-red.doodad", 0)
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playScene.Player.AddItem("key-blue.doodad", 0)
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playScene.Player.AddItem("key-green.doodad", 0)
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playScene.Player.AddItem("key-yellow.doodad", 0)
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playScene.Player.AddItem("small-key.doodad", 99)
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d.Flash("Given all keys to the player character.")
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} else {
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d.FlashError("Use this cheat in Play Mode to get all colored keys.")
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}
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case balance.CheatGiveGems:
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if isPlay {
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playScene.SetCheated()
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playScene.Player.AddItem("gem-red.doodad", 1)
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playScene.Player.AddItem("gem-green.doodad", 1)
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playScene.Player.AddItem("gem-blue.doodad", 1)
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playScene.Player.AddItem("gem-yellow.doodad", 1)
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d.Flash("Given all gemstones to the player character.")
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} else {
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d.FlashError("Use this cheat in Play Mode to get all gemstones.")
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}
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case balance.CheatDropItems:
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if isPlay {
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playScene.SetCheated()
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playScene.Player.ClearInventory()
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d.Flash("Cleared inventory of player character.")
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} else {
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d.FlashError("Use this cheat in Play Mode to clear your inventory.")
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}
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case balance.CheatGodMode:
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if isPlay {
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d.Flash("God mode toggled")
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playScene.SetCheated()
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playScene.godMode = !playScene.godMode
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if playScene.godMode {
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d.FlashError("God mode enabled.")
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} else {
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d.Flash("God mode disabled.")
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}
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} else {
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d.FlashError("Use this cheat in Play Mode to toggle invincibility.")
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}
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case balance.CheatDebugLoadScreen:
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loadscreen.ShowWithProgress()
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loadscreen.SetSubtitle("Loading: /dev/null", "Loadscreen testing.")
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go func() {
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var i float64
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for i = 0; i < 100; i++ {
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time.Sleep(100 * time.Millisecond)
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loadscreen.SetProgress(i / 100)
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}
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loadscreen.Hide()
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}()
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case balance.CheatUnlockLevels:
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balance.CheatEnabledUnlockLevels = !balance.CheatEnabledUnlockLevels
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if balance.CheatEnabledUnlockLevels {
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d.Flash("All locked Story Mode levels can now be played.")
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} else {
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d.Flash("All locked Story Mode levels are again locked.")
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}
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case balance.CheatSkipLevel:
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if isPlay {
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playScene.SetCheated()
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playScene.ShowEndLevelModal(
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true,
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"Level Completed",
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"Great job, you cheated and 'won' the level!",
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)
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} else {
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d.Flash("Use this cheat in Play Mode to instantly win the level.")
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}
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default:
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// See if it was an endorsed actor cheat.
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if filename, ok := balance.CheatActors[strings.ToLower(c.Raw)]; ok {
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d.Flash("Set default player character to %s.", filename)
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balance.PlayerCharacterDoodad = filename
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setPlayerCharacter = true
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} else {
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// Not a cheat code.
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return false
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}
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}
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// If we're setting the player character and in Play Mode, do it.
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if setPlayerCharacter && isPlay {
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playScene.SetCheated()
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playScene.SetPlayerCharacter(balance.PlayerCharacterDoodad)
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}
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return true
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}
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