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https://gitlab.com/octospacc/BloccSpacc
synced 2024-12-12 16:26:44 +01:00
Optimize redrawing, define keys separately
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@ -6,8 +6,9 @@ BloccSpacc is a portable isometric voxel sandbox game, mainly focused on buildin
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- [x] Breaking/placing blocks
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- [ ] View mode / Edit mode
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- [ ] Moving cursor in all 3 axis
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- [x] Moving cursor in all 3 axis (camera needs a fix to keep the cursor centered when it moves on Y)
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- [ ] Rotating view
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- [ ] HUD for selected blocks, view options, ...
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- [ ] Inventory
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- [ ] "Layer view" (showing and moving only on 2 axis at a time, hiding other layers) for complex buildings
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- [ ] Saving+Loading maps
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@ -15,6 +16,7 @@ BloccSpacc is a portable isometric voxel sandbox game, mainly focused on buildin
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- [ ] Water+Lava physics
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- [ ] Random terrain generation
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- [ ] Day/Night cycle
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- [ ] Lighting
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- [ ] Infinite maps (?)
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- [ ] Sounds
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- [ ] Screenshots
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18
Source/Keys.h
Normal file
18
Source/Keys.h
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@ -0,0 +1,18 @@
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#pragma once
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#define KeyEsc SDLK_ESCAPE
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#define KeyDebug SDLK_F3
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#define KeyGenFlatMap SDLK_F6
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#define KeyGenNoiseMap SDLK_F7
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#define KeyUp SDLK_UP
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#define KeyDown SDLK_DOWN
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#define KeyLeft SDLK_LEFT
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#define KeyRight SDLK_RIGHT
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#define KeyAbove SDLK_LSHIFT
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#define KeyBelow SDLK_LCTRL
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#define KeyPlace SDLK_z
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#define KeyBreak SDLK_x
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@ -5,13 +5,14 @@
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#include "SDL/SDL_image.h"
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#include "SDL/SDL_ttf.h"
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#include "Blocks.h"
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#include "Keys.h"
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#include "Util.h"
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#define AppName "BloccSpacc"
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#define ScreenBits 16
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int ScreenWidth = 320;
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int ScreenHeight = 320;
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int ScreenWidth = 512;
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int ScreenHeight = 512;
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SDL_Surface * Screen = NULL;
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SDL_Event Event;
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@ -26,7 +27,7 @@ SDL_Surface * DebugMsg = NULL;
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TTF_Font * DebugFont = NULL;
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SDL_Color DebugTextColor = { 80, 80, 80 };
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bool Quit, DebugMode;
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bool Quit, Redraw, DebugMode;
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struct UsedKeys {
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bool Up, Down, Left, Right, Above, Below;
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@ -36,7 +37,7 @@ struct UsedKeys {
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struct xyz CursorPos, Camera, ChunksNum;
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// TODO: Proper map memory management lol
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int BlocksNum = ChunkSize*ChunkSize*ChunkSize; // ChunkSize * ChunksNum.z * ChunksNum.y * ChunksNum.x;
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int BlocksNum = ChunkSize*ChunkSize*ChunkSize;
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int Map[ChunkSize][ChunkSize][ChunkSize] = {};
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struct xyz GetBlocksOnScreenNum() {
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@ -142,14 +143,14 @@ void EventHandle() {
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UsedKeys.Break = false;
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}
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void DrawMap( struct xyz ChunksNum ) {
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void DrawMap( struct xyz ChunksNum ) { // TODO: Reoptimize this to draw only visible blocks
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for ( int y = 0; y < ChunksNum.y; y++ ) {
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for ( int z = 0; z < ChunksNum.z; z++ ) {
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for ( int x = 0; x < ChunksNum.x; x++ ) {
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struct xyz MapCoords = OrthoToIso ( x, y, z, BlockSize );
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DrawSurf(
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MapCoords.x - Camera.x - BlockSize/2,
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MapCoords.z - Camera.z - y*BlockSize/2, //- Camera.y,
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MapCoords.z - Camera.z - y*BlockSize/2,
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BlocksImg, & Blocks[Map[y][z][x]].Img, Screen
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);
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}
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@ -211,7 +212,7 @@ void SetRandomNoiseMap() {
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for ( int z = 0; z < ChunksNum.z; z++ ) {
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for ( int x = 0; x < ChunksNum.x; x++ ) {
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int r = rand() % BlocksetNum;
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if ( r == 1 ) {
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if ( r == 1 ) { // Avoid block 1 (all white, hard to see) for testing
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r = 2;
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}
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Map[y][z][x] = r;
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@ -251,67 +252,75 @@ int main( int argc, char* args[] ) {
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ChunksNum.z = ChunkSize;
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SetRandomNoiseMap();
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CursorPos.y = BlockSize * (ChunksNum.y - 1);
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CursorPos.x = BlockSize * (ChunksNum.x - 1);
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CursorPos.y = 0;
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CursorPos.z = BlockSize * (ChunksNum.z - 1);
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Redraw = true;
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while ( !Quit ) {
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while ( SDL_PollEvent( & Event ) ) {
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Redraw = true;
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if ( Event.type == SDL_QUIT ) {
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Quit = true;
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}
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else if ( Event.type == SDL_KEYDOWN ) {
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if ( Event.key.keysym.sym == SDLK_ESCAPE ) {
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if ( Event.key.keysym.sym == KeyEsc ) {
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Quit = true;
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}
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}
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else if ( Event.type == SDL_KEYUP ) {
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if ( Event.key.keysym.sym == SDLK_F3 ) {
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if ( Event.key.keysym.sym == KeyDebug ) {
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DebugMode = !DebugMode;
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}
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if ( Event.key.keysym.sym == SDLK_F6 ) {
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if ( Event.key.keysym.sym == KeyGenFlatMap ) {
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SetSuperflatMap();
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}
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if ( Event.key.keysym.sym == SDLK_F7 ) {
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if ( Event.key.keysym.sym == KeyGenNoiseMap ) {
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SetRandomNoiseMap();
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}
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if ( Event.key.keysym.sym == SDLK_UP ) {
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if ( Event.key.keysym.sym == KeyUp ) {
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UsedKeys.Up = true;
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}
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if ( Event.key.keysym.sym == SDLK_RIGHT ) {
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if ( Event.key.keysym.sym == KeyRight ) {
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UsedKeys.Right = true;
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}
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if ( Event.key.keysym.sym == SDLK_DOWN ) {
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if ( Event.key.keysym.sym == KeyDown ) {
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UsedKeys.Down = true;
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}
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if ( Event.key.keysym.sym == SDLK_LEFT ) {
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if ( Event.key.keysym.sym == KeyLeft ) {
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UsedKeys.Left = true;
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}
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if ( Event.key.keysym.sym == SDLK_LSHIFT ) {
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if ( Event.key.keysym.sym == KeyAbove ) {
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UsedKeys.Above = true;
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}
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if ( Event.key.keysym.sym == SDLK_LCTRL ) {
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if ( Event.key.keysym.sym == KeyBelow ) {
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UsedKeys.Below = true;
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}
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if ( Event.key.keysym.sym == SDLK_z ) {
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if ( Event.key.keysym.sym == KeyPlace ) {
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UsedKeys.Place = true;
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}
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if ( Event.key.keysym.sym == SDLK_x ) {
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if ( Event.key.keysym.sym == KeyBreak ) {
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UsedKeys.Break = true;
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}
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}
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}
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EventHandle();
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if ( Redraw ) {
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SDL_FillRect( Screen, &Screen->clip_rect, SDL_MapRGB( Screen->format, 0xFF, 0xFF, 0xFF ) );
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SetCamera();
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DrawMap( ChunksNum );
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DrawCursor();
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if ( DebugMode ) {
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DrawDebug();
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}
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if ( !FlipScreen( Screen ) ) {
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return 1;
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}
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Redraw = false;
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}
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SDL_Delay( 16 ); // TODO: proper framerate management
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}
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@ -44,6 +44,5 @@ bool FlipScreen( SDL_Surface * Screen ) {
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printf("[E] Error updating screen.\n");
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return false;
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}
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SDL_FillRect( Screen, &Screen->clip_rect, SDL_MapRGB( Screen->format, 0xFF, 0xFF, 0xFF ) );
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return true;
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}
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