mirror of
https://github.com/VOREStation/VOREStation.git
synced 2026-08-21 11:07:46 +01:00
Removed turf_animation for now, ported vg hasproximity optimisation. Rewrite and refactor of how turfs handle icon updates, edge smoothing and
construction/deconstruction. Major map rework/changes.
This commit is contained in:
@@ -338,6 +338,7 @@ Alien plants should do something if theres a lot of poison
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var/health = 100
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var/status = GROWING //can be GROWING, GROWN or BURST; all mutually exclusive
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flags = PROXMOVE
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/obj/effect/alien/egg/New()
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if(config.aliens_allowed)
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@@ -1,26 +0,0 @@
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/obj/effect/vaultspawner
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var/maxX = 6
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var/maxY = 6
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var/minX = 2
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var/minY = 2
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/obj/effect/vaultspawner/New(turf/location as turf,lX = minX,uX = maxX,lY = minY,uY = maxY,var/type = null)
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if(!type)
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type = pick("sandstone","rock","alien")
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var/lowBoundX = location.x
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var/lowBoundY = location.y
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var/hiBoundX = location.x + rand(lX,uX)
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var/hiBoundY = location.y + rand(lY,uY)
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var/z = location.z
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for(var/i = lowBoundX,i<=hiBoundX,i++)
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for(var/j = lowBoundY,j<=hiBoundY,j++)
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if(i == lowBoundX || i == hiBoundX || j == lowBoundY || j == hiBoundY)
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new /turf/simulated/wall/vault(locate(i,j,z),type)
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else
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new /turf/simulated/floor/vault(locate(i,j,z),type)
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qdel(src)
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@@ -21,7 +21,10 @@
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if(istype(A, /turf/simulated/floor))
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var/turf/simulated/floor/F = A
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if(F.is_steel_floor()) // only tiled floors
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if(F.flooring && F.flooring.name == "floor") // only tiled floors
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if(F.broken || F.burnt)
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usr << "<span class='warning'>\The [F] is too damaged to repaint.</span>"
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return
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if(tile_dir_mode)
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var/D = get_dir(usr, F)
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if(usr.loc == F)
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@@ -78,7 +81,7 @@
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F.set_dir(0)
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F.icon_state = mode
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else
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usr << "You can't paint that!"
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usr << "<span class='warning'>You can't paint that!</span>"
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/obj/item/device/floor_painter/attack_self(mob/user as mob)
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var/type = input("What type of floor?", "Floor painter", "solid") in list("solid", "corner", "opposite corners", "side/three corners", "special", "letters")
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@@ -9,6 +9,7 @@
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var/mob/attacher = null
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var/valve_open = 0
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var/toggle = 1
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flags = PROXMOVE
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/obj/item/device/transfer_valve/proc/process_activation(var/obj/item/device/D)
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@@ -69,7 +70,7 @@
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/obj/item/device/transfer_valve/attack_self(mob/user as mob)
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ui_interact(user)
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/obj/item/device/transfer_valve/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null, var/force_open = 1)
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// this is the data which will be sent to the ui
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@@ -80,7 +81,7 @@
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data["valveOpen"] = valve_open ? 1 : 0
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// update the ui if it exists, returns null if no ui is passed/found
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ui = nanomanager.try_update_ui(user, src, ui_key, ui, data, force_open)
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ui = nanomanager.try_update_ui(user, src, ui_key, ui, data, force_open)
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if (!ui)
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// the ui does not exist, so we'll create a new() one
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// for a list of parameters and their descriptions see the code docs in \code\modules\nano\nanoui.dm
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@@ -1,34 +0,0 @@
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/obj/item/stack/tile/steel
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name = "floor tile"
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singular_name = "floor tile"
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desc = "Those could work as a pretty decent throwing weapon" //why?
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icon_state = "tile"
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force = 6.0
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matter = list(DEFAULT_WALL_MATERIAL = 937.5)
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throwforce = 15.0
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throw_speed = 5
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throw_range = 20
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flags = CONDUCT
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/obj/item/stack/tile/steel/New(var/loc, var/amount=null)
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..()
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src.pixel_x = rand(1, 14)
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src.pixel_y = rand(1, 14)
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return
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/obj/item/stack/tile/steel/cyborg
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name = "floor tile synthesizer"
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desc = "A device that makes floor tiles."
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gender = NEUTER
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matter = null
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uses_charge = 1
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charge_costs = list(250)
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stacktype = /obj/item/stack/tile/steel
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build_type = /obj/item/stack/tile/steel
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/obj/item/stack/tile/steel/proc/build(turf/S as turf)
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if (istype(S,/turf/space))
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S.ChangeTurf(/turf/simulated/floor/plating/airless)
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else
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S.ChangeTurf(/turf/simulated/floor/plating)
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return
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@@ -5,7 +5,7 @@
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* Wood
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* Carpet
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*/
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/obj/item/stack/tile
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name = "tile"
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singular_name = "tile"
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@@ -14,6 +14,11 @@
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max_amount = 60
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var/build_type = null
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/obj/item/stack/tile/New()
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..()
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pixel_x = rand(-7, 7)
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pixel_y = rand(-7, 7)
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/*
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* Grass
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*/
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@@ -64,3 +69,43 @@
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throw_speed = 5
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throw_range = 20
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flags = 0
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/obj/item/stack/tile/floor
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name = "floor tile"
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singular_name = "floor tile"
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desc = "Those could work as a pretty decent throwing weapon" //why?
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icon_state = "tile"
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force = 6.0
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matter = list(DEFAULT_WALL_MATERIAL = 937.5)
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throwforce = 15.0
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throw_speed = 5
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throw_range = 20
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flags = CONDUCT
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/obj/item/stack/tile/floor_white
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name = "white floor tile"
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singular_name = "white floor tile"
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icon_state = "tile_white"
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matter = list("plastic" = 937.5)
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/obj/item/stack/tile/floor_dark
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name = "dark floor tile"
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singular_name = "dark floor tile"
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icon_state = "fr_tile"
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matter = list("plasteel" = 937.5)
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/obj/item/stack/tile/floor_freezer
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name = "freezer floor tile"
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singular_name = "freezer floor tile"
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icon_state = "tile_freezer"
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matter = list("plastic" = 937.5)
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/obj/item/stack/tile/floor/cyborg
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name = "floor tile synthesizer"
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desc = "A device that makes floor tiles."
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gender = NEUTER
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matter = null
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uses_charge = 1
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charge_costs = list(250)
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stacktype = /obj/item/stack/tile/floor
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build_type = /obj/item/stack/tile/floor
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@@ -103,7 +103,7 @@
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else if(!deconstruct && (istype(T,/turf/space) || istype(T,get_base_turf(T.z))))
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build_cost = 1
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build_type = "floor"
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build_turf = /turf/simulated/floor/plating/airless
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build_turf = /turf/simulated/floor/airless
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else if(deconstruct && istype(T,/turf/simulated/wall))
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var/turf/simulated/wall/W = T
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build_delay = deconstruct ? 50 : 40
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@@ -126,6 +126,8 @@
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/obj/proc/hide(h)
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return
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/obj/proc/hides_under_flooring()
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return 0
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/obj/proc/hear_talk(mob/M as mob, text, verb, datum/language/speaking)
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if(talking_atom)
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@@ -53,7 +53,7 @@
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/obj/structure/lattice/attackby(obj/item/C as obj, mob/user as mob)
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if (istype(C, /obj/item/stack/tile/steel))
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if (istype(C, /obj/item/stack/tile/floor))
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var/turf/T = get_turf(src)
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T.attackby(C, user) //BubbleWrap - hand this off to the underlying turf instead
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return
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@@ -184,3 +184,6 @@ obj/structure/safe/ex_act(severity)
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/obj/structure/safe/floor/hide(var/intact)
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invisibility = intact ? 101 : 0
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/obj/structure/safe/floor/hides_under_flooring()
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return 1
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