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Extract utility methods into helper class; Better xmldoc and naming
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@ -12,6 +12,7 @@ using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Osu.Beatmaps;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.UI;
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using osu.Game.Rulesets.Osu.Utils;
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using osuTK;
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namespace osu.Game.Rulesets.Osu.Mods
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@ -23,15 +24,6 @@ namespace osu.Game.Rulesets.Osu.Mods
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{
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public override string Description => "It never gets boring!";
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// The relative distance to the edge of the playfield before objects' positions should start to "turn around" and curve towards the middle.
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// The closer the hit objects draw to the border, the sharper the turn
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private const float playfield_edge_ratio = 0.375f;
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private static readonly float border_distance_x = OsuPlayfield.BASE_SIZE.X * playfield_edge_ratio;
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private static readonly float border_distance_y = OsuPlayfield.BASE_SIZE.Y * playfield_edge_ratio;
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private static readonly Vector2 playfield_middle = OsuPlayfield.BASE_SIZE / 2;
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private static readonly float playfield_diagonal = OsuPlayfield.BASE_SIZE.LengthFast;
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private Random rng;
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@ -113,7 +105,7 @@ namespace osu.Game.Rulesets.Osu.Mods
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distanceToPrev * (float)Math.Sin(current.AngleRad)
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);
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posRelativeToPrev = getRotatedVector(previous.EndPositionRandomised, posRelativeToPrev);
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posRelativeToPrev = VectorHelper.RotateAwayFromEdge(previous.EndPositionRandomised, posRelativeToPrev);
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current.AngleRad = (float)Math.Atan2(posRelativeToPrev.Y, posRelativeToPrev.X);
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@ -185,73 +177,6 @@ namespace osu.Game.Rulesets.Osu.Mods
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}
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}
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/// <summary>
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/// Determines the position of the current hit object relative to the previous one.
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/// </summary>
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/// <returns>The position of the current hit object relative to the previous one</returns>
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private Vector2 getRotatedVector(Vector2 prevPosChanged, Vector2 posRelativeToPrev)
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{
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var relativeRotationDistance = 0f;
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if (prevPosChanged.X < playfield_middle.X)
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{
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relativeRotationDistance = Math.Max(
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(border_distance_x - prevPosChanged.X) / border_distance_x,
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relativeRotationDistance
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);
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}
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else
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{
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relativeRotationDistance = Math.Max(
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(prevPosChanged.X - (OsuPlayfield.BASE_SIZE.X - border_distance_x)) / border_distance_x,
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relativeRotationDistance
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);
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}
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if (prevPosChanged.Y < playfield_middle.Y)
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{
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relativeRotationDistance = Math.Max(
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(border_distance_y - prevPosChanged.Y) / border_distance_y,
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relativeRotationDistance
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);
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}
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else
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{
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relativeRotationDistance = Math.Max(
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(prevPosChanged.Y - (OsuPlayfield.BASE_SIZE.Y - border_distance_y)) / border_distance_y,
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relativeRotationDistance
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);
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}
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return rotateVectorTowardsVector(posRelativeToPrev, playfield_middle - prevPosChanged, relativeRotationDistance / 2);
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}
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/// <summary>
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/// Rotates vector "initial" towards vector "destinantion"
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/// </summary>
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/// <param name="initial">Vector to rotate to "destination"</param>
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/// <param name="destination">Vector "initial" should be rotated to</param>
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/// <param name="relativeDistance">The angle the vector should be rotated relative to the difference between the angles of the the two vectors.</param>
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/// <returns>Resulting vector</returns>
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private Vector2 rotateVectorTowardsVector(Vector2 initial, Vector2 destination, float relativeDistance)
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{
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var initialAngleRad = Math.Atan2(initial.Y, initial.X);
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var destAngleRad = Math.Atan2(destination.Y, destination.X);
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var diff = destAngleRad - initialAngleRad;
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while (diff < -Math.PI) diff += 2 * Math.PI;
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while (diff > Math.PI) diff -= 2 * Math.PI;
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var finalAngleRad = initialAngleRad + relativeDistance * diff;
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return new Vector2(
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initial.Length * (float)Math.Cos(finalAngleRad),
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initial.Length * (float)Math.Sin(finalAngleRad)
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);
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}
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private class RandomObjectInfo
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{
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public float AngleRad { get; set; }
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100
osu.Game.Rulesets.Osu/Utils/VectorHelper.cs
Normal file
100
osu.Game.Rulesets.Osu/Utils/VectorHelper.cs
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@ -0,0 +1,100 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using osu.Game.Rulesets.Osu.UI;
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using osuTK;
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namespace osu.Game.Rulesets.Osu.Utils
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{
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public static class VectorHelper
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{
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// The relative distance to the edge of the playfield before objects' positions should start to "turn around" and curve towards the middle.
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// The closer the hit objects draw to the border, the sharper the turn
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private const float playfield_edge_ratio = 0.375f;
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private static readonly float border_distance_x = OsuPlayfield.BASE_SIZE.X * playfield_edge_ratio;
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private static readonly float border_distance_y = OsuPlayfield.BASE_SIZE.Y * playfield_edge_ratio;
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private static readonly Vector2 playfield_middle = OsuPlayfield.BASE_SIZE / 2;
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/// <summary>
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/// Rotate a hit object away from the playfield edge, while keeping a constant distance
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/// from the previous object.
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/// </summary>
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/// <remarks>
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/// The extent of rotation depends on the position of the hit object. Hit objects
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/// closer to the playfield edge will be rotated to a larger extent.
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/// </remarks>
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/// <param name="prevObjectPos">Position of the previous hit object.</param>
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/// <param name="posRelativeToPrev">Position of the hit object to be rotated, relative to the previous hit object.</param>
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/// <param name="rotationRatio">
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/// The extent of rotation.
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/// 0 means the hit object is never rotated.
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/// 1 means the hit object will be fully rotated towards playfield center when it is originally at playfield edge.
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/// </param>
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/// <returns>The new position of the hit object, relative to the previous one.</returns>
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public static Vector2 RotateAwayFromEdge(Vector2 prevObjectPos, Vector2 posRelativeToPrev, float rotationRatio = 0.5f)
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{
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var relativeRotationDistance = 0f;
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if (prevObjectPos.X < playfield_middle.X)
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{
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relativeRotationDistance = Math.Max(
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(border_distance_x - prevObjectPos.X) / border_distance_x,
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relativeRotationDistance
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);
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}
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else
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{
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relativeRotationDistance = Math.Max(
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(prevObjectPos.X - (OsuPlayfield.BASE_SIZE.X - border_distance_x)) / border_distance_x,
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relativeRotationDistance
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);
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}
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if (prevObjectPos.Y < playfield_middle.Y)
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{
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relativeRotationDistance = Math.Max(
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(border_distance_y - prevObjectPos.Y) / border_distance_y,
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relativeRotationDistance
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);
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}
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else
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{
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relativeRotationDistance = Math.Max(
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(prevObjectPos.Y - (OsuPlayfield.BASE_SIZE.Y - border_distance_y)) / border_distance_y,
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relativeRotationDistance
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);
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}
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return RotateVectorTowardsVector(posRelativeToPrev, playfield_middle - prevObjectPos, relativeRotationDistance * rotationRatio);
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}
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/// <summary>
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/// Rotates vector "initial" towards vector "destination".
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/// </summary>
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/// <param name="initial">The vector to be rotated.</param>
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/// <param name="destination">The vector that "initial" should be rotated towards.</param>
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/// <param name="rotationRatio">How much "initial" should be rotated. 0 means no rotation. 1 means "initial" is fully rotated to equal "destination".</param>
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/// <returns>The rotated vector.</returns>
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public static Vector2 RotateVectorTowardsVector(Vector2 initial, Vector2 destination, float rotationRatio)
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{
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var initialAngleRad = Math.Atan2(initial.Y, initial.X);
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var destAngleRad = Math.Atan2(destination.Y, destination.X);
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var diff = destAngleRad - initialAngleRad;
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while (diff < -Math.PI) diff += 2 * Math.PI;
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while (diff > Math.PI) diff -= 2 * Math.PI;
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var finalAngleRad = initialAngleRad + rotationRatio * diff;
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return new Vector2(
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initial.Length * (float)Math.Cos(finalAngleRad),
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initial.Length * (float)Math.Sin(finalAngleRad)
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);
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}
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}
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}
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