move GDI01 to classic mod and fix crash on startup
This commit is contained in:
@@ -20,7 +20,7 @@ using OpenRA.Widgets;
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namespace OpenRA.Mods.Cnc
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namespace OpenRA.Mods.Cnc
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{
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{
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class Gdi01ScriptInfo : TraitInfo<Gdi01Script>, Requires<LoadWidgetAtGameStartInfo> { }
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class Gdi01ScriptInfo : TraitInfo<Gdi01Script> { }
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class Gdi01Script: IWorldLoaded, ITick
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class Gdi01Script: IWorldLoaded, ITick
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{
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{
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@@ -52,8 +52,6 @@ namespace OpenRA.Mods.Cnc
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{
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{
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Sound.StopMusic();
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Sound.StopMusic();
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Game.Disconnect();
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Game.Disconnect();
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Ui.ResetAll();
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Game.LoadShellMap();
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};
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};
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Game.RunAfterDelay(5000, () => Scripting.Media.PlayFMVFullscreen(w, "consyard.vqa", afterFMV));
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Game.RunAfterDelay(5000, () => Scripting.Media.PlayFMVFullscreen(w, "consyard.vqa", afterFMV));
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}
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}
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@@ -68,8 +66,6 @@ namespace OpenRA.Mods.Cnc
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{
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{
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Sound.StopMusic();
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Sound.StopMusic();
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Game.Disconnect();
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Game.Disconnect();
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Ui.ResetAll();
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Game.LoadShellMap();
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};
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};
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Game.RunAfterDelay(5000, () => Scripting.Media.PlayFMVFullscreen(w, "gameover.vqa", afterFMV));
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Game.RunAfterDelay(5000, () => Scripting.Media.PlayFMVFullscreen(w, "gameover.vqa", afterFMV));
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}
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}
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@@ -93,14 +89,14 @@ namespace OpenRA.Mods.Cnc
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{
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{
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var a = self.World.CreateActor(i.ToLowerInvariant(), new TypeDictionary
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var a = self.World.CreateActor(i.ToLowerInvariant(), new TypeDictionary
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{
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{
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new OwnerInit( Players["BadGuy"] ),
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new OwnerInit(Players["BadGuy"]),
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new FacingInit( 0 ),
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new FacingInit(0),
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new LocationInit ( Actors["nod0"].Location ),
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new LocationInit(Actors["nod0"].Location),
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});
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});
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var mobile = a.Trait<Mobile>();
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var mobile = a.Trait<Mobile>();
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a.QueueActivity( mobile.MoveTo( Actors["nod1"].Location, 2 ) );
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a.QueueActivity(mobile.MoveTo(Actors["nod1"].Location, 2 ));
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a.QueueActivity( mobile.MoveTo( Actors["nod2"].Location, 2 ) );
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a.QueueActivity(mobile.MoveTo(Actors["nod2"].Location, 2 ));
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a.QueueActivity( mobile.MoveTo( Actors["nod3"].Location, 2 ) );
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a.QueueActivity(mobile.MoveTo(Actors["nod3"].Location, 2 ));
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// Todo: Queue hunt order
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// Todo: Queue hunt order
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}
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}
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});
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});
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@@ -172,8 +168,8 @@ namespace OpenRA.Mods.Cnc
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{
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{
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var self = Actors[ "Gunboat" ];
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var self = Actors[ "Gunboat" ];
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var mobile = self.Trait<Mobile>();
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var mobile = self.Trait<Mobile>();
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self.QueueActivity(mobile.ScriptedMove( Actors["gunboatLeft"].Location ));
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self.QueueActivity(mobile.ScriptedMove(Actors["gunboatLeft"].Location));
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self.QueueActivity(mobile.ScriptedMove( Actors["gunboatRight"].Location ));
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self.QueueActivity(mobile.ScriptedMove(Actors["gunboatRight"].Location));
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self.QueueActivity(new CallFunc(() => SetGunboatPath()));
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self.QueueActivity(new CallFunc(() => SetGunboatPath()));
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}
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}
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@@ -1,12 +1,12 @@
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Selectable: False
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Selectable: True
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MapFormat: 5
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MapFormat: 5
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RequiresMod: cnc
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RequiresMod: cnc-classic
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Title: Storm the Beachhead
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Title: Storm the Beachhead
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Description: Remake of the first GDI Mission
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Description: Conversion of the first GDI Mission
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Author: Westwood Studios
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Author: Westwood Studios
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@@ -18,7 +18,7 @@ Bounds: 35,39,27,23
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UseAsShellmap: False
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UseAsShellmap: False
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Type: Conquest
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Type: Campaign
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Players:
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Players:
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PlayerReference@BadGuy:
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PlayerReference@BadGuy:
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@@ -450,6 +450,8 @@ Rules:
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Gdi01Script:
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Gdi01Script:
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Player:
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Player:
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-ConquestVictoryConditions:
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-ConquestVictoryConditions:
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PROC:
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-Buildable:
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SILO:
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SILO:
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-Buildable:
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-Buildable:
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WEAP:
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WEAP:
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@@ -460,13 +462,11 @@ Rules:
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-Buildable:
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-Buildable:
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FIX:
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FIX:
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-Buildable:
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-Buildable:
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HPAD:
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HPADGDI:
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-Buildable:
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-Buildable:
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EYE:
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EYE:
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-Buildable:
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-Buildable:
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SBAG:
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GUN:
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-Buildable:
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BRIK:
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-Buildable:
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-Buildable:
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GTWR:
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GTWR:
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-Buildable:
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-Buildable:
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@@ -51,7 +51,7 @@ Sequences:
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mods/cnc/sequences/misc.yaml
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mods/cnc/sequences/misc.yaml
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# Low priority sequences that break the batch when used
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# Low priority sequences that break the batch when used
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mods/cnc/sequences/civilian.yaml
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mods/cnc/sequences/civilian.yaml
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mods/cnc/sequences/campaign.yaml
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mods/cnc-classic/sequences/campaign.yaml
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Cursors:
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Cursors:
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mods/cnc/cursors.yaml
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mods/cnc/cursors.yaml
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34
mods/cnc-classic/sequences/campaign.yaml
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34
mods/cnc-classic/sequences/campaign.yaml
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@@ -0,0 +1,34 @@
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lst:
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idle:
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Start: 0
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Facings: 4
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unload:
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Start: 0
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Facings: 4
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roof:
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Start: 0
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Facings: 4
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boat:
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left:
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Start: 0
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Facings: 32
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left-damaged:
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Start: 32
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left-critical:
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Start: 64
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left-wake: wake
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Start: 6
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Length: 6
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right:
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Start: 96
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Facings: 32
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right-damaged:
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Start: 128
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Facings: 32
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right-critical:
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Start: 160
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Facings: 32
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right-wake: wake
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Start: 0
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Length: 6
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