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itgmania212121/stepmania/src/ScreenTitleMenu.cpp
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#include "stdafx.h"
/*
-----------------------------------------------------------------------------
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Class: ScreenTitleMenu
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Desc: See header.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
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-----------------------------------------------------------------------------
*/
#include "ScreenTitleMenu.h"
#include "ScreenManager.h"
#include "GameConstantsAndTypes.h"
#include "RageUtil.h"
#include "StepMania.h"
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#include "PrefsManager.h"
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#include "RageLog.h"
#include "SongManager.h"
#include "AnnouncerManager.h"
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#include "GameState.h"
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#include "GameManager.h"
#include "InputMapper.h"
#include "ThemeManager.h"
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const CString CHOICE_TEXT[ScreenTitleMenu::NUM_TITLE_MENU_CHOICES] = {
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"GAME START",
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"SWITCH GAME",
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"CONFIG KEY/JOY",
"INPUT OPTIONS",
"MACHINE OPTIONS",
"GRAPHIC OPTIONS",
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"APPEARANCE OPTIONS",
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"EDIT/RECORD/SYNCH",
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"EXIT",
};
#define CHOICES_X THEME->GetMetricF("ScreenTitleMenu","ChoicesX")
#define CHOICES_START_Y THEME->GetMetricF("ScreenTitleMenu","ChoicesStartY")
#define CHOICES_SPACING_Y THEME->GetMetricF("ScreenTitleMenu","ChoicesSpacingY")
#define CHOICES_SHADOW_LENGTH THEME->GetMetricF("ScreenTitleMenu","ChoicesShadowLength")
#define HELP_X THEME->GetMetricF("ScreenTitleMenu","HelpX")
#define HELP_Y THEME->GetMetricF("ScreenTitleMenu","HelpY")
#define LOGO_X THEME->GetMetricF("ScreenTitleMenu","LogoX")
#define LOGO_Y THEME->GetMetricF("ScreenTitleMenu","LogoY")
#define VERSION_X THEME->GetMetricF("ScreenTitleMenu","VersionX")
#define VERSION_Y THEME->GetMetricF("ScreenTitleMenu","VersionY")
#define SONGS_X THEME->GetMetricF("ScreenTitleMenu","SongsX")
#define SONGS_Y THEME->GetMetricF("ScreenTitleMenu","SongsY")
#define COLOR_NOT_SELECTED THEME->GetMetricC("ScreenTitleMenu","ColorNotSelected")
#define COLOR_SELECTED THEME->GetMetricC("ScreenTitleMenu","ColorSelected")
#define ZOOM_NOT_SELECTED THEME->GetMetricF("ScreenTitleMenu","ZoomNotSelected")
#define ZOOM_SELECTED THEME->GetMetricF("ScreenTitleMenu","ZoomSelected")
#define SECONDS_BEFORE_DEMONSTRATION THEME->GetMetricF("ScreenTitleMenu","SecondsBeforeDemonstration")
#define SECONDS_BETWEEN_ATTRACT THEME->GetMetricF("ScreenTitleMenu","SecondsBetweenAttract")
#define HELP_TEXT THEME->GetMetric("ScreenTitleMenu","HelpText")
#define NEXT_SCREEN THEME->GetMetric("ScreenTitleMenu","NextScreen")
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const ScreenMessage SM_PlayAttract = ScreenMessage(SM_User+1);
const ScreenMessage SM_GoToNextScreen = ScreenMessage(SM_User+12);
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const ScreenMessage SM_FadeToDemonstration = ScreenMessage(SM_User+13);
const ScreenMessage SM_GoToDemonstration = ScreenMessage(SM_User+14);
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ScreenTitleMenu::ScreenTitleMenu()
{
LOG->Trace( "ScreenTitleMenu::ScreenTitleMenu()" );
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//
// I think it's better to do all the initialization here rather than have it scattered
// about in all the global singleton classes
//
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GAMESTATE->Reset();
PREFSMAN->ReadGamePrefsFromDisk();
INPUTMAPPER->ReadMappingsFromDisk();
GAMESTATE->m_bPlayersCanJoin = true;
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if( !GAMEMAN->DoesNoteSkinExist( GAMEMAN->GetCurNoteSkin() ) )
{
CStringArray asNoteSkinNames;
GAMEMAN->GetNoteSkinNames( asNoteSkinNames );
GAMEMAN->SwitchNoteSkin( asNoteSkinNames[0] );
}
if( !THEME->DoesThemeExist( THEME->GetCurThemeName() ) )
{
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CString sGameName = GAMESTATE->GetCurrentGameDef()->m_szName;
if( THEME->DoesThemeExist( sGameName ) )
THEME->SwitchTheme( sGameName );
else
THEME->SwitchTheme( "default" );
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}
PREFSMAN->SaveGamePrefsToDisk();
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m_Background.LoadFromAniDir( THEME->GetPathTo("BGAnimations","title menu") );
this->AddChild( &m_Background );
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m_sprLogo.Load( THEME->GetPathTo("Graphics",ssprintf("title menu logo %s",GAMESTATE->GetCurrentGameDef()->m_szName)) );
m_sprLogo.SetXY( LOGO_X, LOGO_Y );
m_sprLogo.SetGlow( RageColor(1,1,1,1) );
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m_sprLogo.SetZoomY( 0 );
m_sprLogo.StopTweening();
m_sprLogo.BeginTweening( 0.5f ); // sleep
m_sprLogo.BeginTweening( 0.5f, Actor::TWEEN_BOUNCE_END );
m_sprLogo.SetEffectGlowing(1, RageColor(1,1,1,0.1f), RageColor(1,1,1,0.3f) );
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m_sprLogo.SetTweenZoom( 1 );
this->AddChild( &m_sprLogo );
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m_textHelp.LoadFromFont( THEME->GetPathTo("Fonts","help") );
m_textHelp.SetText( HELP_TEXT );
m_textHelp.SetXY( HELP_X, HELP_Y );
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m_textHelp.SetZoom( 0.5f );
m_textHelp.SetEffectBlinking();
m_textHelp.SetShadowLength( 2 );
this->AddChild( &m_textHelp );
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m_textVersion.LoadFromFont( THEME->GetPathTo("Fonts","normal") );
m_textVersion.SetText( "v3.0 final" );
m_textVersion.SetDiffuse( RageColor(0.6f,0.6f,0.6f,1) ); // light gray
m_textVersion.SetXY( VERSION_X, VERSION_Y );
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m_textVersion.SetZoom( 0.5f );
m_textVersion.SetShadowLength( 2 );
this->AddChild( &m_textVersion );
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m_textSongs.LoadFromFont( THEME->GetPathTo("Fonts","normal") );
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m_textSongs.SetHorizAlign( Actor::align_left );
m_textSongs.SetText( ssprintf("Found %u Songs", SONGMAN->m_pSongs.size()) );
m_textSongs.SetDiffuse( RageColor(0.6f,0.6f,0.6f,1) ); // light gray
m_textSongs.SetXY( SONGS_X, SONGS_Y );
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m_textSongs.SetZoom( 0.5f );
m_textSongs.SetShadowLength( 2 );
this->AddChild( &m_textSongs );
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int i;
for( i=0; i< NUM_TITLE_MENU_CHOICES; i++ )
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{
m_textChoice[i].LoadFromFont( THEME->GetPathTo("Fonts","titlemenu") );
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m_textChoice[i].SetText( CHOICE_TEXT[i] );
m_textChoice[i].SetXY( CHOICES_X, CHOICES_START_Y + i*CHOICES_SPACING_Y );
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float fShadowLength = CHOICES_SHADOW_LENGTH;
m_textChoice[i].SetShadowLength( fShadowLength );
this->AddChild( &m_textChoice[i] );
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}
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m_Fade.SetClosed();
m_Fade.OpenWipingRight( SM_None );
this->AddChild( &m_Fade );
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SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo("title menu game name") );
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m_soundAttract.Load( ANNOUNCER->GetPathTo("title menu attract") );
m_soundChange.Load( THEME->GetPathTo("Sounds","title menu change") );
m_soundSelect.Load( THEME->GetPathTo("Sounds","menu start") );
m_soundInvalid.Load( THEME->GetPathTo("Sounds","menu invalid") );
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m_TitleMenuChoice = CHOICE_GAME_START;
for( i=0; i<NUM_TITLE_MENU_CHOICES; i++ )
LoseFocus( i );
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GainFocus( m_TitleMenuChoice );
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MUSIC->LoadAndPlayIfNotAlready( THEME->GetPathTo("Sounds","title menu music") );
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this->SendScreenMessage( SM_PlayAttract, SECONDS_BETWEEN_ATTRACT );
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this->SendScreenMessage( SM_FadeToDemonstration, SECONDS_BEFORE_DEMONSTRATION );
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}
ScreenTitleMenu::~ScreenTitleMenu()
{
LOG->Trace( "ScreenTitleMenu::~ScreenTitleMenu()" );
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}
void ScreenTitleMenu::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
{
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// LOG->Trace( "ScreenTitleMenu::Input()" );
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if( m_Fade.IsClosing() )
return;
Screen::Input( DeviceI, type, GameI, MenuI, StyleI );
}
void ScreenTitleMenu::HandleScreenMessage( const ScreenMessage SM )
{
switch( SM )
{
case SM_PlayAttract:
m_soundAttract.PlayRandom();
this->SendScreenMessage( SM_PlayAttract, SECONDS_BETWEEN_ATTRACT );
break;
case SM_GoToNextScreen:
switch( m_TitleMenuChoice )
{
case CHOICE_GAME_START:
SCREENMAN->SetNewScreen( NEXT_SCREEN );
break;
case CHOICE_SELECT_GAME:
SCREENMAN->SetNewScreen( "ScreenSelectGame" );
break;
case CHOICE_MAP_INSTRUMENTS:
SCREENMAN->SetNewScreen( "ScreenMapControllers" );
break;
case CHOICE_INPUT_OPTIONS:
SCREENMAN->SetNewScreen( "ScreenInputOptions" );
break;
case CHOICE_MACHINE_OPTIONS:
SCREENMAN->SetNewScreen( "ScreenMachineOptions" );
break;
case CHOICE_GRAPHIC_OPTIONS:
SCREENMAN->SetNewScreen( "ScreenGraphicOptions" );
break;
case CHOICE_APPEARANCE_OPTIONS:
SCREENMAN->SetNewScreen( "ScreenAppearanceOptions" );
break;
case CHOICE_EDIT:
SCREENMAN->SetNewScreen( "ScreenEditMenu" );
break;
case CHOICE_EXIT:
default:
ASSERT(0); // should never get here
break;
}
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break;
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case SM_FadeToDemonstration:
{
// Set up the game state for a demonstration
switch( GAMESTATE->m_CurGame )
{
case GAME_DANCE: GAMESTATE->m_CurStyle = STYLE_DANCE_VERSUS; break;
case GAME_PUMP: GAMESTATE->m_CurStyle = STYLE_PUMP_VERSUS; break;
case GAME_EZ2: GAMESTATE->m_CurStyle = STYLE_EZ2_SINGLE_VERSUS; break;
case GAME_PARA: GAMESTATE->m_CurStyle = STYLE_PARA_SINGLE; break;
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default: ASSERT(0);
}
GAMESTATE->m_PlayMode = PLAY_MODE_ARCADE;
if(!SONGMAN->ChooseRandomSong())
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{
// Couldn't find Song/Notes to play. Abort demonstration!
GAMESTATE->Reset();
return;
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}
ASSERT( GAMESTATE->m_pCurSong );
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GAMESTATE->m_MasterPlayerNumber = PLAYER_1;
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// choose some cool options
for( int p=0; p<NUM_PLAYERS; p++ )
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{
if( !GAMESTATE->IsPlayerEnabled(p) )
continue;
if( RandomFloat(0,1)>0.8f )
GAMESTATE->m_PlayerOptions[p].m_fArrowScrollSpeed = 1.5f;
GAMESTATE->m_PlayerOptions[p].m_bEffects[ rand()%PlayerOptions::NUM_EFFECT_TYPES ] = true;
if( RandomFloat(0,1)>0.9f )
GAMESTATE->m_PlayerOptions[p].m_AppearanceType = PlayerOptions::APPEARANCE_HIDDEN;
if( RandomFloat(0,1)>0.9f )
GAMESTATE->m_PlayerOptions[p].m_AppearanceType = PlayerOptions::APPEARANCE_SUDDEN;
if( RandomFloat(0,1)>0.7f )
GAMESTATE->m_PlayerOptions[p].m_bReverseScroll = true;
if( RandomFloat(0,1)>0.8f )
GAMESTATE->m_PlayerOptions[p].m_bDark = true;
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}
GAMESTATE->m_SongOptions.m_LifeType = (randomf(0,1)>0.8f) ? SongOptions::LIFE_BATTERY : SongOptions::LIFE_BAR;
GAMESTATE->m_SongOptions.m_FailType = SongOptions::FAIL_OFF;
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GAMESTATE->m_bDemonstration = true;
m_Fade.CloseWipingRight( SM_GoToDemonstration );
}
break;
case SM_GoToDemonstration:
{
ASSERT( GAMESTATE->m_pCurSong );
SCREENMAN->SetNewScreen( "ScreenGameplay" );
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}
break;
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}
}
void ScreenTitleMenu::LoseFocus( int iChoiceIndex )
{
m_textChoice[iChoiceIndex].SetEffectNone();
m_textChoice[iChoiceIndex].StopTweening();
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m_textChoice[iChoiceIndex].BeginTweening( 0.3f );
m_textChoice[iChoiceIndex].SetTweenZoom( ZOOM_NOT_SELECTED );
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}
void ScreenTitleMenu::GainFocus( int iChoiceIndex )
{
m_textChoice[iChoiceIndex].StopTweening();
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m_textChoice[iChoiceIndex].BeginTweening( 0.3f );
m_textChoice[iChoiceIndex].SetTweenZoom( ZOOM_SELECTED );
RageColor color1, color2;
color1 = COLOR_SELECTED;
color2 = color1 * 0.5f;
color2.a = 1;
m_textChoice[iChoiceIndex].SetEffectCamelion( 2.5f, color1, color2 );
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}
void ScreenTitleMenu::MenuUp( PlayerNumber pn )
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{
LoseFocus( m_TitleMenuChoice );
if( m_TitleMenuChoice == 0 ) // wrap around
m_TitleMenuChoice = (ScreenTitleMenu::TitleMenuChoice)((int)NUM_TITLE_MENU_CHOICES);
m_TitleMenuChoice = TitleMenuChoice( m_TitleMenuChoice-1 );
m_soundChange.PlayRandom();
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GainFocus( m_TitleMenuChoice );
}
void ScreenTitleMenu::MenuDown( PlayerNumber pn )
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{
LoseFocus( m_TitleMenuChoice );
if( m_TitleMenuChoice == (int)ScreenTitleMenu::NUM_TITLE_MENU_CHOICES-1 )
m_TitleMenuChoice = (TitleMenuChoice)-1; // wrap around
m_TitleMenuChoice = TitleMenuChoice( m_TitleMenuChoice+1 );
m_soundChange.PlayRandom();
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GainFocus( m_TitleMenuChoice );
}
void ScreenTitleMenu::MenuStart( PlayerNumber pn )
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{
GAMESTATE->m_bSideIsJoined[pn] = true;
GAMESTATE->m_MasterPlayerNumber = pn;
GAMESTATE->m_bPlayersCanJoin = false;
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switch( m_TitleMenuChoice )
{
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case CHOICE_GAME_START:
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case CHOICE_SELECT_GAME:
case CHOICE_MAP_INSTRUMENTS:
case CHOICE_INPUT_OPTIONS:
case CHOICE_MACHINE_OPTIONS:
case CHOICE_GRAPHIC_OPTIONS:
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case CHOICE_APPEARANCE_OPTIONS:
m_soundSelect.PlayRandom();
m_Fade.CloseWipingRight( SM_GoToNextScreen );
break;
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case CHOICE_EDIT:
if( SONGMAN->m_pSongs.empty() )
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{
m_soundInvalid.PlayRandom();
}
else
{
m_soundSelect.PlayRandom();
m_Fade.CloseWipingRight( SM_GoToNextScreen );
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}
break;
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case CHOICE_EXIT:
m_soundSelect.PlayRandom();
PostQuitMessage(0);
return;
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default:
ASSERT(0);
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}
}
void ScreenTitleMenu::MenuBack( PlayerNumber pn )
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{
this->SendScreenMessage( SM_FadeToDemonstration, 0 );
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}