Implement IRenderInfantrySequenceModifier for ScaredyCat and TakeCover
This commit is contained in:
@@ -12,12 +12,12 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Render
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{
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class RenderDisguiseInfo : RenderInfantryProneInfo, Requires<DisguiseInfo>
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class RenderDisguiseInfo : RenderInfantryInfo, Requires<DisguiseInfo>
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{
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public override object Create(ActorInitializer init) { return new RenderDisguise(init.self, this); }
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}
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class RenderDisguise : RenderInfantryProne
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class RenderDisguise : RenderInfantry
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{
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RenderDisguiseInfo info;
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string intendedSprite;
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@@ -50,48 +50,47 @@ namespace OpenRA.Mods.RA.Render
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public class RenderInfantry : RenderSimple, INotifyAttack, INotifyKilled, INotifyIdle
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{
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public enum AnimationState
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{
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Idle,
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Attacking,
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Moving,
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Waiting,
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IdleAnimating
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}
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IMove move;
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RenderInfantryInfo info;
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public bool IsMoving { get; set; }
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protected bool dirty = false;
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readonly RenderInfantryInfo info;
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readonly IMove move;
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bool dirty = false;
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string idleSequence;
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int idleDelay;
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AnimationState state;
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protected virtual string NormalizeInfantrySequence(Actor self, string baseSequence)
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{
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return baseSequence;
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}
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protected virtual bool AllowIdleAnimation(Actor self)
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{
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return info.IdleAnimations.Length > 0;
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}
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public AnimationState State { get; private set; }
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IRenderInfantrySequenceModifier rsm;
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bool isModifyingSequence { get { return rsm != null && rsm.IsModifyingSequence; } }
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bool wasModifying;
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public RenderInfantry(Actor self, RenderInfantryInfo info)
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: base(self, MakeFacingFunc(self))
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{
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this.info = info;
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DefaultAnimation.PlayFetchIndex(NormalizeInfantrySequence(self, info.StandAnimations.Random(Game.CosmeticRandom)), () => 0);
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State = AnimationState.Waiting;
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state = AnimationState.Waiting;
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move = self.Trait<IMove>();
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rsm = self.TraitOrDefault<IRenderInfantrySequenceModifier>();
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}
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protected virtual string NormalizeInfantrySequence(Actor self, string baseSequence)
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{
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var prefix = isModifyingSequence ? rsm.SequencePrefix : "";
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if (DefaultAnimation.HasSequence(prefix + baseSequence))
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return prefix + baseSequence;
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else
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return baseSequence;
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}
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protected virtual bool AllowIdleAnimation(Actor self)
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{
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return info.IdleAnimations.Length > 0 && !isModifyingSequence;
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}
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public void Attacking(Actor self, Target target)
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{
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State = AnimationState.Attacking;
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state = AnimationState.Attacking;
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if (DefaultAnimation.HasSequence(NormalizeInfantrySequence(self, info.AttackAnimation)))
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DefaultAnimation.PlayThen(NormalizeInfantrySequence(self, info.AttackAnimation), () => State = AnimationState.Idle);
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DefaultAnimation.PlayThen(NormalizeInfantrySequence(self, info.AttackAnimation), () => state = AnimationState.Idle);
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}
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public void Attacking(Actor self, Target target, Armament a, Barrel barrel)
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@@ -103,14 +102,22 @@ namespace OpenRA.Mods.RA.Render
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{
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base.Tick(self);
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if ((State == AnimationState.Moving || dirty) && !move.IsMoving)
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if (rsm != null)
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{
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State = AnimationState.Waiting;
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if (wasModifying != rsm.IsModifyingSequence)
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dirty = true;
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wasModifying = rsm.IsModifyingSequence;
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}
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if ((state == AnimationState.Moving || dirty) && !move.IsMoving)
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{
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state = AnimationState.Waiting;
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DefaultAnimation.PlayFetchIndex(NormalizeInfantrySequence(self, info.StandAnimations.Random(Game.CosmeticRandom)), () => 0);
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}
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else if ((State != AnimationState.Moving || dirty) && move.IsMoving)
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else if ((state != AnimationState.Moving || dirty) && move.IsMoving)
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{
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State = AnimationState.Moving;
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state = AnimationState.Moving;
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DefaultAnimation.PlayRepeating(NormalizeInfantrySequence(self, info.MoveAnimation));
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}
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@@ -119,10 +126,10 @@ namespace OpenRA.Mods.RA.Render
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public void TickIdle(Actor self)
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{
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if (State != AnimationState.Idle && State != AnimationState.IdleAnimating)
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if (state != AnimationState.Idle && state != AnimationState.IdleAnimating)
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{
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DefaultAnimation.PlayFetchIndex(NormalizeInfantrySequence(self, info.StandAnimations.Random(Game.CosmeticRandom)), () => 0);
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State = AnimationState.Idle;
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state = AnimationState.Idle;
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if (info.IdleAnimations.Length > 0)
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{
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@@ -134,11 +141,11 @@ namespace OpenRA.Mods.RA.Render
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{
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if (DefaultAnimation.HasSequence(idleSequence))
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{
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State = AnimationState.IdleAnimating;
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state = AnimationState.IdleAnimating;
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DefaultAnimation.PlayThen(idleSequence, () =>
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{
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DefaultAnimation.PlayRepeating(NormalizeInfantrySequence(self, info.StandAnimations.Random(Game.CosmeticRandom)));
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State = AnimationState.Waiting;
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state = AnimationState.Waiting;
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});
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}
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}
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@@ -166,5 +173,14 @@ namespace OpenRA.Mods.RA.Render
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sequence, info.PlayerPalette + self.Owner.InternalName));
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});
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}
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enum AnimationState
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{
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Idle,
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Attacking,
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Moving,
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Waiting,
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IdleAnimating
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}
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}
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}
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@@ -1,56 +0,0 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Render
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{
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class RenderInfantryPanicInfo : RenderInfantryInfo, Requires<ScaredyCatInfo>
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{
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public override object Create(ActorInitializer init) { return new RenderInfantryPanic(init.self, this); }
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}
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class RenderInfantryPanic : RenderInfantry
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{
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readonly ScaredyCat sc;
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bool wasPanic;
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public RenderInfantryPanic(Actor self, RenderInfantryPanicInfo info)
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: base(self, info)
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{
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sc = self.Trait<ScaredyCat>();
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}
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protected override string NormalizeInfantrySequence(Actor self, string baseSequence)
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{
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var prefix = sc != null && sc.Panicking ? "panic-" : "";
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if (DefaultAnimation.HasSequence(prefix + baseSequence))
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return prefix + baseSequence;
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else
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return baseSequence;
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}
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protected override bool AllowIdleAnimation(Actor self)
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{
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return base.AllowIdleAnimation(self) && !sc.Panicking;
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}
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public override void Tick (Actor self)
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{
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if (wasPanic != sc.Panicking)
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dirty = true;
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wasPanic = sc.Panicking;
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base.Tick(self);
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}
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}
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}
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