12/21 modernizations from TG live (#103)
* sync (#3) * shuttle auto call * Merge /vore into /master (#39) * progress * Compile errors fixed No idea if it's test worthy tho as conflicts with race overhaul and narky removal. * Update admins.txt * efforts continue Fuck grab code, seriously * grab code is cancer * Execute the Narkism Do not hesitate. Show no mercy. * holy shit grab code is awful * have I bitched about grab code My bitching, let me show you it * código de agarre es una mierda No really it is * yeah I don't even know anymore. * Lolnope. Fuck grab code * I'm not even sure what to fix anymore * Self eating is not an acceptable fate * Taste the void, son. * My code doesn't pass it's own sanity check. Maybe it's a sign of things to come. * uncommented and notes * It Works and I Don't Know Why (#38) * shuttle auto call * it works and I don't know why * Subsystem 12/21 Most Recent TG subsystem folder * globalvars 12/21 Tossed out the flavor_misc and parallax files * Onclick 12/21 as well as .dme updates * _defines 12/21 ommited old _MC.dm * _HELPERS 12/21 Preserved snowflake placement of furry sprites * _defeines/genetics reapplied narkism holdover for snowflake races. * Oops forgot mutant colors * modules porting 12/21 + Sounds/icons Admin, Client and most of mob life files ommitted * enviroment file * Admin optimizations ahelp log system kept * Mob ports 12/21 Flavor text preserved * datums ported 12/21 * Game ported 12/21 * batch of duplicate fixes/dogborg work Dogborgs need to be modernized to refractored borg standards. * moar fixes * Maps and futher compile fixes
This commit is contained in:
@@ -9,23 +9,22 @@
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standard 0 if fail
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*/
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/mob/living/proc/apply_damage(damage = 0,damagetype = BRUTE, def_zone = null, blocked = 0)
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blocked = (100-blocked)/100
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if(!damage || (blocked <= 0))
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var/hit_percent = (100-blocked)/100
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if(!damage || (hit_percent <= 0))
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return 0
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switch(damagetype)
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if(BRUTE)
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adjustBruteLoss(damage * blocked)
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adjustBruteLoss(damage * hit_percent)
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if(BURN)
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adjustFireLoss(damage * blocked)
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adjustFireLoss(damage * hit_percent)
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if(TOX)
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adjustToxLoss(damage * blocked)
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adjustToxLoss(damage * hit_percent)
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if(OXY)
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adjustOxyLoss(damage * blocked)
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adjustOxyLoss(damage * hit_percent)
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if(CLONE)
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adjustCloneLoss(damage * blocked)
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adjustCloneLoss(damage * hit_percent)
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if(STAMINA)
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adjustStaminaLoss(damage * blocked)
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updatehealth()
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adjustStaminaLoss(damage * hit_percent)
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return 1
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@@ -49,30 +48,30 @@
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/mob/living/proc/apply_effect(effect = 0,effecttype = STUN, blocked = 0)
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blocked = (100-blocked)/100
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if(!effect || (blocked <= 0))
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var/hit_percent = (100-blocked)/100
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if(!effect || (hit_percent <= 0))
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return 0
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switch(effecttype)
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if(STUN)
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Stun(effect * blocked)
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Stun(effect * hit_percent)
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if(WEAKEN)
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Weaken(effect * blocked)
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Weaken(effect * hit_percent)
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if(PARALYZE)
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Paralyse(effect * blocked)
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Paralyse(effect * hit_percent)
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if(IRRADIATE)
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radiation += max(effect * blocked, 0)
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radiation += max(effect * hit_percent, 0)
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if(SLUR)
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slurring = max(slurring,(effect * blocked))
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slurring = max(slurring,(effect * hit_percent))
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if(STUTTER)
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if(status_flags & CANSTUN) // stun is usually associated with stutter
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stuttering = max(stuttering,(effect * blocked))
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stuttering = max(stuttering,(effect * hit_percent))
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if(EYE_BLUR)
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blur_eyes(effect * blocked)
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blur_eyes(effect * hit_percent)
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if(DROWSY)
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drowsyness = max(drowsyness,(effect * blocked))
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drowsyness = max(drowsyness,(effect * hit_percent))
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if(JITTER)
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if(status_flags & CANSTUN)
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jitteriness = max(jitteriness,(effect * blocked))
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jitteriness = max(jitteriness,(effect * hit_percent))
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return 1
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@@ -99,4 +98,128 @@
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apply_damage(stamina, STAMINA, null, blocked)
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if(jitter)
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apply_effect(jitter, JITTER, blocked)
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return 1
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return 1
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/mob/living/proc/getBruteLoss()
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return bruteloss
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/mob/living/proc/adjustBruteLoss(amount, updating_health=1)
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if(status_flags & GODMODE)
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return 0
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bruteloss = Clamp((bruteloss + (amount * config.damage_multiplier)), 0, maxHealth*2)
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if(updating_health)
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updatehealth()
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/mob/living/proc/getOxyLoss()
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return oxyloss
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/mob/living/proc/adjustOxyLoss(amount, updating_health=1)
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if(status_flags & GODMODE)
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return 0
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oxyloss = Clamp((oxyloss + (amount * config.damage_multiplier)), 0, maxHealth*2)
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if(updating_health)
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updatehealth()
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/mob/living/proc/setOxyLoss(amount, updating_health=1)
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if(status_flags & GODMODE)
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return 0
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oxyloss = amount
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if(updating_health)
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updatehealth()
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/mob/living/proc/getToxLoss()
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return toxloss
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/mob/living/proc/adjustToxLoss(amount, updating_health=1)
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if(status_flags & GODMODE)
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return 0
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toxloss = Clamp((toxloss + (amount * config.damage_multiplier)), 0, maxHealth*2)
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if(updating_health)
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updatehealth()
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return amount
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/mob/living/proc/setToxLoss(amount, updating_health=1)
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if(status_flags & GODMODE)
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return 0
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toxloss = amount
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if(updating_health)
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updatehealth()
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/mob/living/proc/getFireLoss()
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return fireloss
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/mob/living/proc/adjustFireLoss(amount, updating_health=1)
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if(status_flags & GODMODE)
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return 0
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fireloss = Clamp((fireloss + (amount * config.damage_multiplier)), 0, maxHealth*2)
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if(updating_health)
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updatehealth()
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/mob/living/proc/getCloneLoss()
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return cloneloss
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/mob/living/proc/adjustCloneLoss(amount, updating_health=1)
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if(status_flags & GODMODE)
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return 0
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cloneloss = Clamp((cloneloss + (amount * config.damage_multiplier)), 0, maxHealth*2)
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if(updating_health)
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updatehealth()
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/mob/living/proc/setCloneLoss(amount, updating_health=1)
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if(status_flags & GODMODE)
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return 0
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cloneloss = amount
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if(updating_health)
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updatehealth()
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/mob/living/proc/getBrainLoss()
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return brainloss
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/mob/living/proc/adjustBrainLoss(amount)
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if(status_flags & GODMODE)
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return 0
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brainloss = Clamp((brainloss + (amount * config.damage_multiplier)), 0, maxHealth*2)
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/mob/living/proc/setBrainLoss(amount)
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if(status_flags & GODMODE)
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return 0
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brainloss = amount
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/mob/living/proc/getStaminaLoss()
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return staminaloss
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/mob/living/proc/adjustStaminaLoss(amount, updating_stamina = 1)
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return
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/mob/living/proc/setStaminaLoss(amount, updating_stamina = 1)
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return
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// heal ONE external organ, organ gets randomly selected from damaged ones.
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/mob/living/proc/heal_bodypart_damage(brute, burn, updating_health = 1)
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adjustBruteLoss(-brute, 0) //zero as argument for no instant health update
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adjustFireLoss(-burn, 0)
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if(updating_health)
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updatehealth()
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// damage ONE external organ, organ gets randomly selected from damaged ones.
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/mob/living/proc/take_bodypart_damage(brute, burn, updating_health = 1)
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adjustBruteLoss(brute, 0) //zero as argument for no instant health update
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adjustFireLoss(burn, 0)
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if(updating_health)
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updatehealth()
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// heal MANY bodyparts, in random order
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/mob/living/proc/heal_overall_damage(brute, burn, only_robotic = 0, only_organic = 1, updating_health = 1)
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adjustBruteLoss(-brute, 0) //zero as argument for no instant health update
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adjustFireLoss(-burn, 0)
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if(updating_health)
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updatehealth()
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// damage MANY bodyparts, in random order
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/mob/living/proc/take_overall_damage(brute, burn, updating_health = 1)
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adjustBruteLoss(brute, 0) //zero as argument for no instant health update
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adjustFireLoss(burn, 0)
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if(updating_health)
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updatehealth()
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