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https://github.com/stevenhowes/CTheEscape.git
synced 2026-05-26 15:53:29 +01:00
Dual tile layers
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@@ -228,6 +228,17 @@ void draw_tile(char* spritename,int x, int y)
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inreg.r[5] = 0;
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_kernel_swi(OS_SpriteOp,&inreg,&outreg);
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}
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void draw_tile_trans(char* spritename,int x, int y)
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{
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// SpriteOp 34 to put sprite at a location
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inreg.r[0] = 256+34;
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inreg.r[1] = (int) tilebuffer;
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inreg.r[2] = (int) spritename;
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inreg.r[3] = x;
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inreg.r[4] = y;
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inreg.r[5] = 8;
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_kernel_swi(OS_SpriteOp,&inreg,&outreg);
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}
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void draw_spritetext(char* text, int x, int y)
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{
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+75
-4
@@ -39,8 +39,11 @@ int selectedsmart = -1;
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// believed to be displayed in the corresponding (+1) screen buffer
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// and we run a compare to see if re-drawing is needed. 0xFF is used
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// for a re-draw being required (so it's set on the tile under the player
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// _overlay is used for the second layer on of tiles (optional)
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unsigned char map[3][TILESX][TILESY];
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unsigned char fullmap[10000];
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unsigned char map_overlay[3][TILESX][TILESY];
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unsigned char fullmap[10000*2];
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char tilenamebuffer[4];
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char textbuffer[63];
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@@ -267,6 +270,17 @@ void game2_fillmap(int xoffset, int yoffset)
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memcpy(map[0][7],fullmap+yoffset+(xoffset*100)+700,10);
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memcpy(map[0][8],fullmap+yoffset+(xoffset*100)+800,10);
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memcpy(map[0][9],fullmap+yoffset+(xoffset*100)+900,10);
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memcpy(map_overlay[0][0],fullmap+yoffset+(xoffset*100)+10000,10);
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memcpy(map_overlay[0][1],fullmap+yoffset+(xoffset*100)+100+10000,10);
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memcpy(map_overlay[0][2],fullmap+yoffset+(xoffset*100)+200+10000,10);
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memcpy(map_overlay[0][3],fullmap+yoffset+(xoffset*100)+300+10000,10);
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memcpy(map_overlay[0][4],fullmap+yoffset+(xoffset*100)+400+10000,10);
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memcpy(map_overlay[0][5],fullmap+yoffset+(xoffset*100)+500+10000,10);
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memcpy(map_overlay[0][6],fullmap+yoffset+(xoffset*100)+600+10000,10);
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memcpy(map_overlay[0][7],fullmap+yoffset+(xoffset*100)+700+10000,10);
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memcpy(map_overlay[0][8],fullmap+yoffset+(xoffset*100)+800+10000,10);
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memcpy(map_overlay[0][9],fullmap+yoffset+(xoffset*100)+900+10000,10);
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}
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void game2_setup()
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@@ -484,6 +498,26 @@ void game2_tick_input()
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}
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}
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// L - next tile
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if(input_readkey(86))
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{
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if(tick > readmodkey)
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{
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fullmap[TilePlayer.rawtile + 10000] = fullmap[TilePlayer.rawtile + 10000] + 1;
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readmodkey = tick + 10;
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}
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}
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// K - previous tile
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if(input_readkey(70))
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{
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if(tick > readmodkey)
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{
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fullmap[TilePlayer.rawtile + 10000] = fullmap[TilePlayer.rawtile + 10000] - 1;
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readmodkey = tick + 10;
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}
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}
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// C - Copy tile
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if(input_readkey(82))
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{
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@@ -578,6 +612,14 @@ int game2_tick()
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{
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draw_sprite("solid",x*100,y*100);
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}
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map_overlay[screen+1][x][y] = map_overlay[0][x][y];
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if(map_overlay[screen+1][x][y] > 0)
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{
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sprintf(tilenamebuffer,"%i",map_overlay[screen+1][x][y]);
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draw_tile_trans(tilenamebuffer,x*100,y*100);
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}
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udt++;
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}
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@@ -666,18 +708,26 @@ int game2_tick()
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game2_tick_input();
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x = 1100;
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x = 1040;
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y = 600;
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// Tile selector (primary)
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for(i = (fullmap[TilePlayer.rawtile] - 3); i <= (fullmap[TilePlayer.rawtile] + 3); i++)
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{
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if((i >=0) && (i <= 255))
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{
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if(i > 127)
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sprintf(tilenamebuffer,"%i",i - 128);
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else
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sprintf(tilenamebuffer,"%i",i);
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draw_tile(tilenamebuffer,x,y);
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sprintf(textbuffer,"%d",i);
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draw_spritetext(textbuffer, x-60, y+30);
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if(i > 127)
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sprintf(textbuffer,"%i",i - 128);
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else
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sprintf(textbuffer,"%i",i);
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draw_spritetext(textbuffer, x+20, y+30);
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if(i == fullmap[TilePlayer.rawtile])
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draw_sprite("select1",x,y);
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@@ -685,6 +735,27 @@ int game2_tick()
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y = y - 100;
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}
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x = 1160;
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y = 600;
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// Tile selector (overlay)
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for(i = (fullmap[TilePlayer.rawtile + 10000] - 3); i <= (fullmap[TilePlayer.rawtile + 10000] + 3); i++)
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{
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if((i >=0) && (i <= 255))
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{
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sprintf(tilenamebuffer,"%i",i);
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draw_tile(tilenamebuffer,x,y);
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sprintf(textbuffer,"%i",i);
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draw_spritetext(textbuffer, x+20, y+30);
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if(i == fullmap[TilePlayer.rawtile + 10000])
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draw_sprite("select1",x,y);
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}
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y = y - 100;
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}
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x = 1180;
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y = 750;
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+24
-3
@@ -21,9 +21,12 @@ extern _kernel_swi_regs outreg;
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// map[0] is the 'master', [1] and [2] represents what is currently
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// believed to be displayed in the corresponding (+1) screen buffer
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// and we run a compare to see if re-drawing is needed. 0xFF is used
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// for a re-draw being required (so it's set on the tile under the player
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// for a re-draw being required (so it's set on the tile under the player)
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// _overlay is used for the second layer on of tiles (optional)
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unsigned char map[3][TILESX][TILESY];
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unsigned char fullmap[10000];
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unsigned char map_overlay[3][TILESX][TILESY];
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unsigned char fullmap[10000*2];
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unsigned char areaname[13];
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@@ -364,6 +367,17 @@ void game2_fillmap(int xoffset, int yoffset)
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memcpy(map[0][7],fullmap+yoffset+(xoffset*100)+700,10);
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memcpy(map[0][8],fullmap+yoffset+(xoffset*100)+800,10);
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memcpy(map[0][9],fullmap+yoffset+(xoffset*100)+900,10);
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memcpy(map_overlay[0][0],fullmap+yoffset+(xoffset*100)+10000,10);
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memcpy(map_overlay[0][1],fullmap+yoffset+(xoffset*100)+100+10000,10);
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memcpy(map_overlay[0][2],fullmap+yoffset+(xoffset*100)+200+10000,10);
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memcpy(map_overlay[0][3],fullmap+yoffset+(xoffset*100)+300+10000,10);
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memcpy(map_overlay[0][4],fullmap+yoffset+(xoffset*100)+400+10000,10);
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memcpy(map_overlay[0][5],fullmap+yoffset+(xoffset*100)+500+10000,10);
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memcpy(map_overlay[0][6],fullmap+yoffset+(xoffset*100)+600+10000,10);
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memcpy(map_overlay[0][7],fullmap+yoffset+(xoffset*100)+700+10000,10);
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memcpy(map_overlay[0][8],fullmap+yoffset+(xoffset*100)+800+10000,10);
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memcpy(map_overlay[0][9],fullmap+yoffset+(xoffset*100)+900+10000,10);
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}
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void game2_setup_audio()
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@@ -730,7 +744,7 @@ int game2_tick()
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}
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// Redraw any tiles we're overlapping
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if(map[0][x][y] ^ map[screen+1][x][y])
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if((map[0][x][y] ^ map[screen+1][x][y]) || (map_overlay[0][x][y] ^ map_overlay[screen+1][x][y]))
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{
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map[screen+1][x][y] = map[0][x][y];
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if(map[screen+1][x][y] < 128)
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@@ -739,6 +753,13 @@ int game2_tick()
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sprintf(tilenamebuffer,"%i",(map[screen+1][x][y]-128));
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draw_tile(tilenamebuffer,x*100,y*100);
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map_overlay[screen+1][x][y] = map_overlay[0][x][y];
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if(map_overlay[screen+1][x][y] > 0)
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{
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sprintf(tilenamebuffer,"%i",map_overlay[screen+1][x][y]);
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draw_tile_trans(tilenamebuffer,x*100,y*100);
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}
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}
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}
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}
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