Play background sound #19
5 changed files with 54 additions and 15 deletions
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@ -3,7 +3,11 @@ mod grid;
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mod player;
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mod player;
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mod room;
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mod room;
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use comfy::{main_camera_mut, random_i32, vec2, EngineContext, RandomRange as _};
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use crate::assets::ASSETS;
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use comfy::{
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main_camera_mut, play_sound_id, random_i32, stop_sound_id, vec2, EngineContext,
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RandomRange as _
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};
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use grid::Grid;
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use grid::Grid;
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use log::error;
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use log::error;
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use player::Player;
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use player::Player;
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@ -23,7 +27,9 @@ pub struct HouseState {
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/// The energy level remaining in the house. Should decrease by itself, and much
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/// The energy level remaining in the house. Should decrease by itself, and much
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/// faster when inhabited by the ghost.
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/// faster when inhabited by the ghost.
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pub charge: f32,
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pub charge: f32,
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pub max_charge: f32
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pub max_charge: f32,
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pub sound_playing: bool
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}
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}
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impl HouseState {
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impl HouseState {
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@ -43,14 +49,17 @@ impl HouseState {
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rooms,
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rooms,
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player,
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player,
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human_layer: false,
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human_layer: false,
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// TODO this should be lower depending on the time elapsed
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// TODO this should be lower depending on the time elapsed
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charge: max_charge,
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charge: max_charge,
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max_charge
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max_charge,
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sound_playing: false
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}
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}
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}
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}
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}
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}
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pub fn draw(state: &crate::State, _ctx: &comfy::EngineContext<'_>) {
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pub fn draw(state: &crate::State, _ctx: &EngineContext<'_>) {
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let Some(house) = state.house() else {
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let Some(house) = state.house() else {
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error!("How can I render a house when I'm not in one?!?");
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error!("How can I render a house when I'm not in one?!?");
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return;
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return;
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@ -70,14 +79,27 @@ pub fn draw(state: &crate::State, _ctx: &comfy::EngineContext<'_>) {
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house.player.draw();
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house.player.draw();
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}
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}
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pub fn update(state: &mut crate::State, ctx: &mut comfy::EngineContext<'_>) {
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pub fn update(state: &mut crate::State, ctx: &mut EngineContext<'_>) {
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if state.overworld.sound_playing {
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stop_sound_id(ASSETS.music.galactic_rap_speedup);
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state.overworld.sound_playing = false;
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}
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let mut camera = main_camera_mut();
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let mut camera = main_camera_mut();
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camera.center = vec2(0.0, 0.0);
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camera.center = vec2(0.0, 0.0);
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let house = state.house_mut(ctx);
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let Some(house) = state.house_mut(ctx) else {
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error!("WTF I cannot update a house without a house");
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return;
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};
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let current_room = house.rooms.get(house.current_room_id).unwrap();
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let current_room = house.rooms.get(house.current_room_id).unwrap();
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house.player.update(¤t_room.grid);
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house.player.update(¤t_room.grid);
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if !house.sound_playing {
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play_sound_id(ASSETS.music.mesmerizing_galaxy_loop);
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house.sound_playing = true;
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}
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if house.player.is_moving_to_right_room(current_room) {
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if house.player.is_moving_to_right_room(current_room) {
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if house.current_room_id < (house.room_count - 1) {
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if house.current_room_id < (house.room_count - 1) {
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house.current_room_id += 1;
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house.current_room_id += 1;
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@ -1,11 +1,13 @@
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use crate::{
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use crate::{
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activities::Activity,
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activities::Activity,
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assets::ASSETS,
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game::{ZLayer, GHOST_DISCHARGE_RATE, GHOST_DISCHARGE_RATE_MOVEMENT},
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game::{ZLayer, GHOST_DISCHARGE_RATE, GHOST_DISCHARGE_RATE_MOVEMENT},
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State
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State
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};
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};
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use comfy::{
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use comfy::{
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draw_rect_outline, draw_sprite, error, info, is_key_down, main_camera_mut,
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draw_rect_outline, draw_sprite, error, info, is_key_down, main_camera_mut,
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texture_id, vec2, EngineContext, IVec2, KeyCode, Vec2, RED, WHITE
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play_sound_id, stop_sound_id, texture_id, vec2, EngineContext, IVec2, KeyCode, Vec2,
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RED, WHITE
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};
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};
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use std::time::Instant;
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use std::time::Instant;
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use worldgen::MovementCost;
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use worldgen::MovementCost;
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@ -50,9 +52,20 @@ pub fn draw(state: &State, _ctx: &EngineContext<'_>) {
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);
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);
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}
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}
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fn update_move_player(state: &mut State, _ctx: &mut EngineContext<'_>) {
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fn update_move_player(state: &mut State, ctx: &mut EngineContext<'_>) {
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let now = Instant::now();
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let now = Instant::now();
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if !state.overworld.sound_playing {
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if let Some(house) = state.house_mut(ctx) {
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if house.sound_playing {
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stop_sound_id(ASSETS.music.mesmerizing_galaxy_loop);
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house.sound_playing = false;
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}
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}
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play_sound_id(ASSETS.music.galactic_rap_speedup);
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state.overworld.sound_playing = true;
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}
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// Are there any pending position updates? If so, we ignore all user input and execute
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// Are there any pending position updates? If so, we ignore all user input and execute
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// the pending updates.
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// the pending updates.
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if state.ghost.overworld_movement_pending != Vec2::ZERO {
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if state.ghost.overworld_movement_pending != Vec2::ZERO {
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@ -422,7 +422,9 @@ impl Chunk {
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#[derive(Debug, Default)]
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#[derive(Debug, Default)]
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pub struct Overworld {
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pub struct Overworld {
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chunks: HashMap<IVec2, Chunk>
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chunks: HashMap<IVec2, Chunk>,
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pub sound_playing: bool
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}
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}
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fn world_to_chunk_and_local_coords(world_coords: IVec2) -> (IVec2, UVec2) {
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fn world_to_chunk_and_local_coords(world_coords: IVec2) -> (IVec2, UVec2) {
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@ -1,9 +1,9 @@
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use crate::{
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use crate::{
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activities::{house, overworld, Activity},
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activities::{house, overworld, Activity},
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assets::Assets,
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assets::{Assets, ASSETS},
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State
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State
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};
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};
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use comfy::{EngineContext, Vec2};
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use comfy::{play_sound, play_sound_id, EngineContext, Vec2};
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use std::{
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use std::{
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ops::{Add, Sub},
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ops::{Add, Sub},
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time::Instant
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time::Instant
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@ -59,10 +59,12 @@ impl State {
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self.houses.get(&self.get_house_pos()?)
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self.houses.get(&self.get_house_pos()?)
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}
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}
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fn house_mut(&mut self, ctx: &mut EngineContext<'_>) -> &mut HouseState {
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fn house_mut(&mut self, ctx: &mut EngineContext<'_>) -> Option<&mut HouseState> {
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Some(
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self.houses
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self.houses
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.entry(self.get_house_pos().unwrap())
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.entry(self.get_house_pos()?)
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.or_insert_with(|| HouseState::generate_new_house(ctx))
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.or_insert_with(|| HouseState::generate_new_house(ctx))
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)
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}
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}
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}
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}
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