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https://github.com/ParadiseSS13/Paradise.git
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Job Perks - True Professionals (#29478)
* ddsadsa ddsadsa * moderate again * revert * medical first steps * more work * lots more work done * more progress * finished up * attack chain linter * attack chain update * attack chain work * fixes + chemist update * gives comments
This commit is contained in:
@@ -109,20 +109,22 @@
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for(var/mutation_type in active_mutations)
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var/datum/mutation/mutation = GLOB.dna_mutations[mutation_type]
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mutation.on_life(src)
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if(!ignore_gene_stability && gene_stability < GENETIC_DAMAGE_STAGE_1)
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var/gene_bonus
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if(mind && HAS_TRAIT(mind, TRAIT_GENETIC_BUDGET))
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gene_bonus = 5
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if(!ignore_gene_stability && gene_stability < GENETIC_DAMAGE_STAGE_1 - gene_bonus)
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var/instability = DEFAULT_GENE_STABILITY - gene_stability
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if(prob(instability * 0.1))
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adjustFireLoss(min(10, instability * 0.67))
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to_chat(src, "<span class='danger'>You feel like your skin is burning and bubbling off!</span>")
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if(gene_stability < GENETIC_DAMAGE_STAGE_2)
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if(gene_stability < GENETIC_DAMAGE_STAGE_2 - gene_bonus)
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if(prob(instability * 0.83))
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adjustCloneLoss(min(8, instability * 0.05))
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to_chat(src, "<span class='danger'>You feel as if your body is warping.</span>")
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if(prob(instability * 0.1))
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adjustToxLoss(min(10, instability * 0.67))
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to_chat(src, "<span class='danger'>You feel weak and nauseous.</span>")
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if(gene_stability < GENETIC_DAMAGE_STAGE_3 && prob(1))
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if(gene_stability < (GENETIC_DAMAGE_STAGE_3 - gene_bonus) && prob(1))
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to_chat(src, "<span class='biggerdanger'>You feel incredibly sick... Something isn't right!</span>")
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spawn(300)
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if(gene_stability < GENETIC_DAMAGE_STAGE_3)
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@@ -895,8 +897,9 @@
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if(HAS_TRAIT(H, TRAIT_NOBREATH))
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continue //no puking if you can't smell!
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// Humans can lack a mind datum, y'know
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if(H.mind && (H.mind.assigned_role == "Detective" || H.mind.assigned_role == "Coroner"))
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continue //too cool for puke
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if(H.mind && HAS_TRAIT(H.mind, TRAIT_CORPSE_RESIST))
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to_chat(H, "<span class='warning'>You smell something rotting nearby.</span>")
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continue
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to_chat(H, "<span class='warning'>You smell something foul...</span>")
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H.fakevomit()
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@@ -2174,3 +2174,45 @@ Eyes need to have significantly high darksight to shine unless the mob has the X
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return FALSE
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return TRUE
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/mob/living/carbon/human/AltClick(mob/user, modifiers)
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. = ..()
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if(user.stat || user.restrained() || (!in_range(src, user)))
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return
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if(user.mind && !HAS_TRAIT(user.mind, TRAIT_MED_EXAMINE))
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return
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user.visible_message("[user] begins to thoroughly examine [src].")
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if(do_after_once(user, 12 SECONDS, target = src, allow_moving = FALSE, attempt_cancel_message = "You couldn't get a good look at [src]!"))
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var/list/missing = list("head", "chest", "groin", "l_arm", "r_arm", "l_hand", "r_hand", "l_leg", "r_leg", "l_foot", "r_foot")
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var/list/analysis = list()
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for(var/obj/item/organ/external/E in src.bodyparts)
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missing -= E.limb_name
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if(E.status & ORGAN_DEAD)
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analysis += "<span class='info'>You conclude [src]'s [E.name] is dead.</span>"
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if(E.status & ORGAN_INT_BLEEDING)
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analysis += "<span class='info'>You conclude [src]'s [E.name] has internal bleeding.</span>"
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if(E.status & ORGAN_BURNT)
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analysis += "<span class='info'>You conclude [src]'s [E.name] has been critically burned.</span>"
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if(E.status & ORGAN_BROKEN)
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if(!E.broken_description)
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analysis += "<span class='info'>You conclude [src]'s [E.name] is broken.</span>"
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else
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analysis += "<span class='info'>You conclude [src]'s [E.name] has a [E.broken_description].</span>"
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to_chat(user, chat_box_healthscan(analysis.Join("<br>")))
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/mob/living/carbon/human/pointed(atom/A as mob|obj|turf in view())
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set name = "Point To"
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set category = null
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if(next_move >= world.time)
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return
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if(istype(A, /obj/effect/temp_visual/point) || istype(A, /atom/movable/emissive_blocker))
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return FALSE
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if(mind && HAS_TRAIT(mind, TRAIT_COFFEE_SNOB) && reagents.has_reagent("coffee"))
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changeNext_move(CLICK_CD_POINT / 3)
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else
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changeNext_move(CLICK_CD_POINT)
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DEFAULT_QUEUE_OR_CALL_VERB(VERB_CALLBACK(src, PROC_REF(run_pointed), A))
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@@ -941,8 +941,12 @@
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if(user.a_intent == INTENT_HARM && stat == DEAD && butcher_results && I.sharp) //can we butcher it?
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to_chat(user, "<span class='notice'>You begin to butcher [src]...</span>")
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playsound(loc, 'sound/weapons/slice.ogg', 50, TRUE, -1)
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if(do_mob(user, src, 8 SECONDS) && Adjacent(I))
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harvest(user)
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if(user.mind && HAS_TRAIT(user.mind, TRAIT_BUTCHER))
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if(do_mob(user, src, 3 SECONDS) && Adjacent(I))
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harvest(user)
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else
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if(do_mob(user, src, 8 SECONDS) && Adjacent(I))
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harvest(user)
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return TRUE
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/mob/living/proc/harvest(mob/living/user)
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@@ -104,6 +104,9 @@
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/// Famous last words -- if succumbing, what the user's last words were
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var/last_words
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/// Does this mob talk with a BIG VOICE. 0 off, 1 single use, 2 multi-use
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var/big_voice = 0
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///This variable is the chance for a mob to automatically dodge a bullet. Useful for admins, and applied to some mobs by default, such as the malfunctioning drone mobs.
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var/advanced_bullet_dodge_chance = 0
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@@ -105,7 +105,7 @@ GLOBAL_LIST_EMPTY(channel_to_radio_key)
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return returns
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/mob/living/say(message, verb = null, sanitize = TRUE, ignore_speech_problems = FALSE, ignore_atmospherics = FALSE, ignore_languages = FALSE, automatic = FALSE)
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/mob/living/say(message, verb = null, sanitize = TRUE, ignore_speech_problems = FALSE, ignore_atmospherics = FALSE, ignore_languages = FALSE, automatic = FALSE, bigvoice = FALSE)
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if(client)
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if(check_mute(client.ckey, MUTE_IC))
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to_chat(src, "<span class='danger'>You cannot speak in IC (Muted).</span>")
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@@ -139,6 +139,9 @@ GLOBAL_LIST_EMPTY(channel_to_radio_key)
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message = trim_left(message)
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if(big_voice)
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message = "<span class='reallybig'>[message]</span>"
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//parse the language code and consume it
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var/list/message_pieces = list()
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if(ignore_languages)
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@@ -130,6 +130,8 @@ GLOBAL_LIST_INIT(robot_verbs_default, list(
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var/base_icon = ""
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/// If set to TRUE, the robot's 3 module slots will progressively become unusable as they take damage.
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var/modules_break = TRUE
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/// Is the robot already being charged by a roboticist?
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var/being_charged
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/// Maximum brightness of a robot's headlamp. Set as a var for easy adjusting.
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var/lamp_max = 10
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@@ -923,6 +925,33 @@ GLOBAL_LIST_INIT(robot_verbs_default, list(
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/mob/living/silicon/robot/item_interaction(mob/living/user, obj/item/W, list/modifiers)
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// Check if the user is trying to insert another component like a radio, actuator, armor etc.
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if(istype(W, /obj/item/stock_parts/cell) && user.mind && HAS_TRAIT(user.mind, TRAIT_CYBORG_SPECIALIST) && !opened && user.a_intent != INTENT_HARM)
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var/obj/item/stock_parts/cell/donor = W
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if(being_charged)
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to_chat(user, "<span class='warning'>You are already charging [src]!")
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return ITEM_INTERACT_COMPLETE
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if(donor.charge == 0)
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to_chat(user, "<span class='warning'>[donor] has no charge to donate!")
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return ITEM_INTERACT_COMPLETE
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playsound(src, 'sound/items/deconstruct.ogg', 50, TRUE)
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being_charged = TRUE
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while(do_after(user, 0.5 SECONDS, target = src))
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var/cell_difference = cell.maxcharge - cell.charge
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if(donor.charge >= 500 && cell_difference >= 500)
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cell.charge += 500
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donor.charge -= 500
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else if(donor.charge <= cell_difference)
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cell.charge += donor.charge
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donor.charge = 0
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else if(donor.charge > cell_difference)
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cell.charge = cell.maxcharge
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donor.charge -= cell_difference
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if(donor.charge == 0 || cell.charge >= cell.maxcharge)
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donor.update_icon(UPDATE_OVERLAYS)
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break
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cell.update_icon(UPDATE_OVERLAYS)
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being_charged = FALSE
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return ITEM_INTERACT_COMPLETE
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if(istype(W, /obj/item/robot_parts/robot_component) && opened)
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for(var/V in components)
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var/datum/robot_component/C = components[V]
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@@ -1129,10 +1158,6 @@ GLOBAL_LIST_INIT(robot_verbs_default, list(
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C.uninstall()
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thing.forceMove(loc)
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/mob/living/silicon/robot/attacked_by(obj/item/I, mob/living/user, def_zone)
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if(I.force && I.damtype != STAMINA && stat != DEAD) //only sparks if real damage is dealt.
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spark_system.start()
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