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https://github.com/CHOMPStation2/CHOMPStation2.git
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This should have little/no gameplay effect right now, just paving the way for directional lights. Replaced handle_rotation() on buckly things with this. Signed-off-by: Mloc-Argent <colmohici@gmail.com>
222 lines
5.8 KiB
Plaintext
222 lines
5.8 KiB
Plaintext
/* Beds... get your mind out of the gutter, they're for sleeping!
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* Contains:
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* Beds
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* Roller beds
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*/
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/*
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* Beds
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*/
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/obj/structure/stool/bed
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name = "bed"
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desc = "This is used to lie in, sleep in or strap on."
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icon_state = "bed"
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var/mob/living/buckled_mob
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var/movable = 0 // For mobility checks
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/obj/structure/stool/bed/psych
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name = "psychiatrists couch"
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desc = "For prime comfort during psychiatric evaluations."
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icon_state = "psychbed"
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/obj/structure/stool/bed/alien
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name = "resting contraption"
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desc = "This looks similar to contraptions from earth. Could aliens be stealing our technology?"
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icon_state = "abed"
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/obj/structure/stool/bed/Del()
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unbuckle()
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..()
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return
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/obj/structure/stool/bed/attack_hand(mob/user as mob)
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manual_unbuckle(user)
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return
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/obj/structure/stool/bed/MouseDrop(atom/over_object)
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return
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/obj/structure/stool/bed/MouseDrop_T(mob/M as mob, mob/user as mob)
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if(!istype(M)) return
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buckle_mob(M, user)
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return
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/obj/structure/stool/bed/proc/afterbuckle(mob/M as mob) // Called after somebody buckled / unbuckled
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return
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/obj/structure/stool/bed/proc/unbuckle()
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if(buckled_mob)
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if(buckled_mob.buckled == src) //this is probably unneccesary, but it doesn't hurt
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buckled_mob.buckled = null
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buckled_mob.anchored = initial(buckled_mob.anchored)
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buckled_mob.update_canmove()
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var/M = buckled_mob
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buckled_mob = null
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afterbuckle(M)
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return
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/obj/structure/stool/bed/proc/manual_unbuckle(mob/user as mob)
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if(buckled_mob)
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if(buckled_mob.buckled == src)
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if(buckled_mob != user)
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buckled_mob.visible_message(\
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"\blue [buckled_mob.name] was unbuckled by [user.name]!",\
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"You were unbuckled from [src] by [user.name].",\
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"You hear metal clanking")
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else
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buckled_mob.visible_message(\
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"\blue [buckled_mob.name] unbuckled \himself!",\
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"You unbuckle yourself from [src].",\
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"You hear metal clanking")
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unbuckle()
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src.add_fingerprint(user)
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return 1
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return 0
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/obj/structure/stool/bed/proc/buckle_mob(mob/M as mob, mob/user as mob)
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if (!ticker)
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user << "You can't buckle anyone in before the game starts."
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if ( !ismob(M) || (get_dist(src, user) > 1) || (M.loc != src.loc) || user.restrained() || user.lying || user.stat || M.buckled || M.pinned.len || istype(user, /mob/living/silicon/pai) )
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return
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if (istype(M, /mob/living/carbon/slime))
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user << "The [M] is too squishy to buckle in."
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return
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unbuckle()
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if (M == usr)
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M.visible_message(\
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"\blue [M.name] buckles in!",\
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"You buckle yourself to [src].",\
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"You hear metal clanking")
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else
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M.visible_message(\
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"\blue [M.name] is buckled in to [src] by [user.name]!",\
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"You are buckled in to [src] by [user.name].",\
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"You hear metal clanking")
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M.buckled = src
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M.loc = src.loc
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M.set_dir(src.dir)
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M.update_canmove()
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src.buckled_mob = M
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src.add_fingerprint(user)
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afterbuckle(M)
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return
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/*
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* Roller beds
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*/
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/obj/structure/stool/bed/roller
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name = "roller bed"
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icon = 'icons/obj/rollerbed.dmi'
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icon_state = "down"
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anchored = 0
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/obj/structure/stool/bed/roller/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(istype(W,/obj/item/roller_holder))
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if(buckled_mob)
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manual_unbuckle()
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else
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visible_message("[user] collapses \the [src.name].")
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new/obj/item/roller(get_turf(src))
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spawn(0)
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del(src)
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return
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..()
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/obj/item/roller
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name = "roller bed"
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desc = "A collapsed roller bed that can be carried around."
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icon = 'icons/obj/rollerbed.dmi'
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icon_state = "folded"
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w_class = 4.0 // Can't be put in backpacks. Oh well.
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/obj/item/roller/attack_self(mob/user)
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var/obj/structure/stool/bed/roller/R = new /obj/structure/stool/bed/roller(user.loc)
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R.add_fingerprint(user)
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del(src)
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/obj/item/roller/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(istype(W,/obj/item/roller_holder))
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var/obj/item/roller_holder/RH = W
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if(!RH.held)
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user << "\blue You collect the roller bed."
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src.loc = RH
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RH.held = src
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return
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..()
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/obj/item/roller_holder
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name = "roller bed rack"
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desc = "A rack for carrying a collapsed roller bed."
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icon = 'icons/obj/rollerbed.dmi'
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icon_state = "folded"
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var/obj/item/roller/held
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/obj/item/roller_holder/New()
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..()
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held = new /obj/item/roller(src)
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/obj/item/roller_holder/attack_self(mob/user as mob)
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if(!held)
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user << "\blue The rack is empty."
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return
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user << "\blue You deploy the roller bed."
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var/obj/structure/stool/bed/roller/R = new /obj/structure/stool/bed/roller(user.loc)
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R.add_fingerprint(user)
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del(held)
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held = null
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/obj/structure/stool/bed/roller/Move()
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..()
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if(buckled_mob)
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if(buckled_mob.buckled == src)
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buckled_mob.loc = src.loc
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else
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buckled_mob = null
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/obj/structure/stool/bed/roller/buckle_mob(mob/M as mob, mob/user as mob)
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if ( !ismob(M) || (get_dist(src, user) > 1) || (M.loc != src.loc) || user.restrained() || user.lying || user.stat || M.buckled || istype(usr, /mob/living/silicon/pai) )
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return
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M.pixel_y = 6
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M.old_y = 6
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density = 1
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icon_state = "up"
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..()
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return
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/obj/structure/stool/bed/roller/manual_unbuckle(mob/user as mob)
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if(buckled_mob)
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if(buckled_mob.buckled == src) //this is probably unneccesary, but it doesn't hurt
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buckled_mob.pixel_y = 0
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buckled_mob.old_y = 0
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buckled_mob.anchored = initial(buckled_mob.anchored)
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buckled_mob.buckled = null
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buckled_mob.update_canmove()
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buckled_mob = null
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density = 0
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icon_state = "down"
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..()
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return
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/obj/structure/stool/bed/roller/MouseDrop(over_object, src_location, over_location)
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..()
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if((over_object == usr && (in_range(src, usr) || usr.contents.Find(src))))
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if(!ishuman(usr)) return
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if(buckled_mob) return 0
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visible_message("[usr] collapses \the [src.name].")
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new/obj/item/roller(get_turf(src))
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spawn(0)
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del(src)
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return
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