player rotates and moves, rays for raycasting on map
This commit is contained in:
202
srcs/draw/draw_window.c
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202
srcs/draw/draw_window.c
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#include "cube3d.h"
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void ray_intersect(t_game *game, int start_x, int start_y, int *end_x, int *end_y)
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{
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int cell_x;
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int cell_y;
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int slope_x;
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int slope_y;
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int ray_sign_x;
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int ray_sign_y;
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int first_next_x;
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int first_next_y;
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int next_x;
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int next_y;
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int next_cell_x;
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int next_cell_y;
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int ray_step_x;
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int ray_step_y;
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int is_x;
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is_x = 0;
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// ray sign
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ray_sign_x = 1;
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if (start_x < *end_x)
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ray_sign_x = -1;
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ray_sign_y = 1;
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if (start_y < *end_y)
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ray_sign_y = -1;
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// cell position of ray
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cell_x = start_x / game->cell;
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cell_y = start_y / game->cell;
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// slope of ray
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slope_x = *end_x - start_x;
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slope_y = *end_y - start_y;
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// direction of next cell
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next_cell_x = -ray_sign_x;
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next_cell_y = -ray_sign_y;
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// ray steps in both axis
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ray_step_x = ft_abs(game->cell * slope_y);
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ray_step_y = ft_abs(game->cell * slope_x);
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// first next time ray cross grid
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first_next_x = start_x % game->cell;
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if (first_next_x && ray_sign_x < 0)
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first_next_x = game->cell - first_next_x;
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if (!first_next_x && ray_sign_x < 0)
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first_next_x = game->cell;
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first_next_y = start_y % game->cell;
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if (first_next_y && ray_sign_y < 0)
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first_next_y = game->cell - first_next_y;
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if (!first_next_y && ray_sign_y < 0)
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first_next_y = game->cell;
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next_x = ft_abs(first_next_x * slope_y);
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next_y = ft_abs(first_next_y * slope_x);
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// loop through grid
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if (game->ray_activ == 1) printf("\ncell_x:%i, cell_y:%i, first_next_x:%i, first_next_y:%i\n", cell_x, cell_y, first_next_x, first_next_y);
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while (!is_wall(game, cell_x, cell_y))
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{
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if (game->ray_activ == 1) printf("next_x:%-4i, next_y:%-4i, ", next_x, next_y);
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if (next_x > next_y)
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{
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cell_y += next_cell_y;
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next_y += ray_step_y;
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is_x = 0;
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}
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else
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{
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cell_x += next_cell_x;
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next_x += ray_step_x;
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is_x = 1;
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}
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if (game->ray_activ == 1) printf("cell_x:%-4i, cell_y:%-4i\n", cell_x, cell_y);
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}
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// end ray position
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double ratio;
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if (is_x)
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{
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*end_x = cell_x * game->cell;
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if (ray_sign_x == 1)
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*end_x += game->cell;
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if (slope_x)
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{
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ratio = (double)(*end_x - start_x) / (double)slope_x;
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*end_y = start_y + (double)slope_y * ratio;
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}
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}
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else
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{
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*end_y = cell_y * game->cell;
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if (ray_sign_y == 1)
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*end_y += game->cell;
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if (slope_y)
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{
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ratio = (double)(*end_y - start_y) / (double)slope_y;
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*end_x = start_x + (double)slope_x * ratio;
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}
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}
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}
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void draw_rays(t_game *game)
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{
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int start_x;
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int start_y;
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int end_x;
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int end_y;
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int i;
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// draw screen size
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start_x = game->screen_size.start_x + game->plr_x;
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start_y = game->screen_size.start_y + game->plr_y;
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rotate(game, &start_x, &start_y);
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end_x = game->screen_size.end_x + game->plr_x;
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end_y = game->screen_size.end_y + game->plr_y;
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rotate(game, &end_x, &end_y);
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draw_line(game, start_x, start_y, end_x, end_y, 0x00FFFFFF);
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// draw rays
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i = 0;
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while (i <= SCREEN_DEF)
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{
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// tmp display one ray with infos
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if (i == game->ray_highlight)
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game->ray_activ = 1;
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// tmp end
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start_x = game->ray.start_x + game->plr_x;
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start_y = game->ray.start_y + game->plr_y;
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end_x = game->ray.end_x + game->plr_x + i * SCREEN_SIZE / SCREEN_DEF;
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end_y = game->ray.end_y + game->plr_y;
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rotate(game, &end_x, &end_y);
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ray_intersect(game, start_x, start_y, &end_x, &end_y);
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draw_line(game, start_x, start_y, end_x, end_y, 0x00FF00FF);
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// tmp display one ray with infos
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if (game->ray_activ == 1)
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draw_line(game, start_x, start_y, end_x, end_y, 0x00FF0000);
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// tmp end
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i++;
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game->ray_activ = 0;
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}
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// draw screen dist
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start_x = game->screen_dist.start_x + game->plr_x;
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start_y = game->screen_dist.start_y + game->plr_y;
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end_x = game->screen_dist.end_x + game->plr_x;
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end_y = game->screen_dist.end_y + game->plr_y;
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rotate(game, &end_x, &end_y);
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draw_line(game, start_x, start_y, end_x, end_y, 0x00FFFFFF);
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}
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static void draw_square(t_game *game, int x, int y, int border, int fill, int size, int rotation)
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{
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int i;
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int j;
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int new_x;
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int new_y;
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i = 0;
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while (i < size)
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{
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j = 0;
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while (j < size)
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{
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new_x = x + j;
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new_y = y + i;
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if (rotation)
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rotate(game, &new_x, &new_y);
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if (!i || i == size - 1)
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draw_pixel(game, new_x, new_y, border);
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else if (!j || j == size - 1)
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draw_pixel(game, new_x, new_y, border);
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else
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draw_pixel(game, new_x, new_y, fill);
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j++;
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}
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i++;
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}
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}
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void draw_map(t_game *game)
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{
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int i;
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int j;
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int x;
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int y;
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i = 0;
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x = 0;
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y = 0;
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while ((game->map)[i])
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{
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j = 0;
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while ((game->map)[i][j])
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{
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if ((game->map)[i][j] == '1' )
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draw_square(game, x, y, 0x00999999, 0x00000000, game->cell, 0);
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else
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draw_square(game, x, y, 0x00555555, 0x00333333, game->cell, 0);
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j++;
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x += game->cell;
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}
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i++;
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x = 0;
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y += game->cell;
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}
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draw_square(game, game->plr_x - game->cell / 2, game->plr_y - game->cell / 2, 0x00999900, 0x00330033, game->cell, 1);
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}
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