mirror of
https://github.com/space-syndicate/space-station-14.git
synced 2026-10-09 18:31:17 +03:00
* Update for new render API - Fix mob movement incorrectly causing rotation lerps sometimes. - Update API calls to use the new render-specific methods. * Thanks rider * augh wrong event * Buckle, vehicle, and mover fixes * Rename render poses to render transforms * garbage
229 lines
7.2 KiB
C#
229 lines
7.2 KiB
C#
using Content.Shared.MouseRotator;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Client.Input;
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using Robust.Client.Player;
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using Robust.Client.Timing;
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using Robust.Shared.Map;
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using Robust.Shared.Timing;
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namespace Content.Client.MouseRotator;
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/// <inheritdoc/>
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public sealed partial class MouseRotatorSystem : SharedMouseRotatorSystem
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{
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[Dependency] private IInputManager _input = default!;
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[Dependency] private IPlayerManager _player = default!;
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[Dependency] private IClientGameTiming _timing = default!;
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[Dependency] private IEyeManager _eye = default!;
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[Dependency] private TransformSystem _transform = default!;
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private EntityUid _renderRotationOverride;
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private Angle _renderRotation;
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private Angle _simulationRotationAtOverride;
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private GameTick _renderRotationInactiveTick;
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private bool _renderRotationInactive;
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public override void Initialize()
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{
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base.Initialize();
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UpdatesAfter.Add(typeof(EyeSystem));
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}
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public override void Shutdown()
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{
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ClearRenderRotationOverride();
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base.Shutdown();
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}
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public override void Update(float frameTime)
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{
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var player = _player.LocalEntity;
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var inactive = _renderRotationInactive && _timing.LastRealTick < _renderRotationInactiveTick;
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MouseRotatorComponent? rotator = null;
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TransformComponent? xform = null;
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var snapRotation = false;
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var oldWorldRotation = Angle.Zero;
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if (player != null && TryComp(player, out rotator))
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{
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xform = Transform(player.Value);
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snapRotation = rotator.Simple4DirMode;
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if (snapRotation)
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oldWorldRotation = _transform.GetWorldRotation(xform);
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}
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if (!inactive &&
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_timing.IsFirstTimePredicted &&
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_input.MouseScreenPosition.IsValid &&
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player != null &&
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rotator != null &&
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xform != null)
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{
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UpdateMouseRotation(player.Value, rotator, xform);
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}
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base.Update(frameTime);
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if (!inactive &&
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snapRotation &&
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player != null &&
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!oldWorldRotation.EqualsApprox(_transform.GetWorldRotation(player.Value)))
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{
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_transform.SnapRenderRotation(player.Value);
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}
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}
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public override void FrameUpdate(float frameTime)
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{
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base.FrameUpdate(frameTime);
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var player = _player.LocalEntity;
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if (player == null)
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{
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ClearRenderRotationOverride();
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return;
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}
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if (_renderRotationOverride.IsValid() && _renderRotationOverride != player.Value)
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ClearRenderRotationOverride();
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if (!TryComp(player, out MouseRotatorComponent? rotator))
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{
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if (_renderRotationOverride == player.Value && !_renderRotationInactive)
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{
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_renderRotationInactive = true;
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_renderRotationInactiveTick = _timing.CurTick;
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}
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UpdateInactiveRenderRotationOverride(player.Value);
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return;
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}
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if (_renderRotationInactive)
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{
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if (_timing.LastRealTick < _renderRotationInactiveTick)
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return;
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_renderRotationInactive = false;
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}
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if (!rotator.Simple4DirMode)
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{
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ClearRenderRotationOverride();
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return;
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}
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if (!_input.MouseScreenPosition.IsValid)
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return;
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var xform = Transform(player.Value);
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if (!TryGetMouseAngle(player.Value, xform, out var angle))
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return;
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var eyeRotation = _eye.CurrentEye.Rotation;
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var rotation = GetCardinalRotation(angle, eyeRotation);
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_transform.SetRenderRotationOverride(player.Value, rotation);
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_renderRotationOverride = player.Value;
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_renderRotation = rotation;
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_simulationRotationAtOverride = _transform.GetWorldRotation(player.Value);
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}
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private void UpdateMouseRotation(EntityUid player, MouseRotatorComponent rotator, TransformComponent xform)
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{
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if (!TryGetMouseAngle(player, xform, out var angle))
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return;
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var curRot = _transform.GetWorldRotation(xform);
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// 4-dir handling is separate --
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// only raise event if the cardinal direction has changed
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if (rotator.Simple4DirMode)
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{
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var eyeRot = _eye.CurrentEye.Rotation; // camera rotation
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var angleDir = (angle + eyeRot).GetCardinalDir(); // apply GetCardinalDir in the camera frame, not in the world frame
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if (angleDir == (curRot + eyeRot).GetCardinalDir())
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return;
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var rotation = GetCardinalRotation(angle, eyeRot);
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RaisePredictiveEvent(new RequestMouseRotatorRotationEvent
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{
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Rotation = rotation,
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User = GetNetEntity(player)
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});
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return;
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}
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// Don't raise event if mouse ~hasn't moved (or if too close to goal rotation already)
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var diff = Angle.ShortestDistance(angle, curRot);
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if (Math.Abs(diff.Theta) < rotator.AngleTolerance.Theta)
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return;
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if (rotator.GoalRotation != null)
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{
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var goalDiff = Angle.ShortestDistance(angle, rotator.GoalRotation.Value);
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if (Math.Abs(goalDiff.Theta) < rotator.AngleTolerance.Theta)
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return;
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}
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RaisePredictiveEvent(new RequestMouseRotatorRotationEvent
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{
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Rotation = angle,
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User = GetNetEntity(player)
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});
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}
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private bool TryGetMouseAngle(EntityUid player, TransformComponent xform, out Angle angle)
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{
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var mapPos = _eye.PixelToMap(_input.MouseScreenPosition);
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var playerPos = _transform.GetRenderMapCoordinates((player, xform));
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if (mapPos.MapId == MapId.Nullspace || mapPos.MapId != playerPos.MapId)
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{
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angle = default;
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return false;
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}
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angle = (mapPos.Position - playerPos.Position).ToWorldAngle();
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return true;
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}
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private static Angle GetCardinalRotation(Angle angle, Angle eyeRotation)
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{
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var rotation = (angle + eyeRotation).GetCardinalDir().ToAngle() - eyeRotation;
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if (rotation >= Math.PI)
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rotation -= 2 * Math.PI;
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else if (rotation < -Math.PI)
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rotation += 2 * Math.PI;
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return rotation;
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}
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private void ClearRenderRotationOverride()
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{
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if (!_renderRotationOverride.IsValid())
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return;
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_transform.ClearRenderRotationOverride(_renderRotationOverride);
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_renderRotationOverride = EntityUid.Invalid;
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_renderRotationInactive = false;
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}
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private void UpdateInactiveRenderRotationOverride(EntityUid player)
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{
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if (_renderRotationOverride != player)
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return;
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if (_renderRotationInactive && _timing.LastRealTick < _renderRotationInactiveTick)
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return;
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var simulationRotation = _transform.GetWorldRotation(player);
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if (simulationRotation.EqualsApprox(_renderRotation) ||
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!simulationRotation.EqualsApprox(_simulationRotationAtOverride))
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{
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ClearRenderRotationOverride();
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}
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}
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}
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