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https://github.com/TerryCavanagh/VVVVVV.git
synced 2024-12-22 17:49:43 +01:00
Remove game.test and game.teststring
It looks like this may have been used earlier in development, judging from the name, obviously, but right now it seems like it's used as an error message if a main game level is asked for an invalid room (well, only two of them - the Lab and Warp Zone). It should probably be formalized into an error system, if we want to keep teststring, and also people would never see it anyway because I don't think there's a reliable and consistent way to trigger loading a non-existent room. I have seen someone manage to load a non-existent Warp Zone room only one time, but even then this teststring didn't pop up. So this teststring doesn't even trigger in the right circumstances. Also, when it does pop up, as far as I can tell it will stay onscreen, which is kinda annoying. So I'm just removing this ancient relic from the code.
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9a3a8bf2be
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7 changed files with 1 additions and 55 deletions
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@ -384,8 +384,6 @@ void Game::init(void)
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stat_trinkets = 0;
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stat_trinkets = 0;
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test = false;
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teststring = "TEST = True";
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state = 1;
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state = 1;
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statedelay = 0;
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statedelay = 0;
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//updatestate();
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//updatestate();
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@ -243,8 +243,7 @@ public:
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int mx, my;
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int mx, my;
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int screenshake, flashlight;
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int screenshake, flashlight;
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bool test;
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std::string tempstring;
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std::string teststring, tempstring;
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bool advancetext, pausescript;
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bool advancetext, pausescript;
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int deathseq, lifeseq;
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int deathseq, lifeseq;
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@ -1855,9 +1855,6 @@ std::vector<std::string> labclass::loadlevel(int rx, int ry)
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tmap.push_back("0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0");
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tmap.push_back("0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0");
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tmap.push_back("0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0");
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tmap.push_back("0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0");
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roomname = "Outer Space";
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roomname = "Outer Space";
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game.test = true;
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game.teststring = "ERROR: Map not found in Lab Area";
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break;
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break;
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#else
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#else
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default:
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default:
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@ -1022,9 +1022,6 @@ std::vector<std::string> warpclass::loadlevel(int rx, int ry)
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tmap.push_back("0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0");
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tmap.push_back("0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0");
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tmap.push_back("0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0");
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tmap.push_back("0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0");
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//roomname = "Outer Space";
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//roomname = "Outer Space";
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game.test = true;
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game.teststring = "ERROR: Map not found in Warp Area";
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break;
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break;
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#else
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#else
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default:
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default:
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@ -3486,11 +3486,6 @@ void editorrender()
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graphics.Print(0,121, ed.note,196-((45-ed.notedelay)*4), 196-((45-ed.notedelay)*4), 196-((45-ed.notedelay)*4), true);
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graphics.Print(0,121, ed.note,196-((45-ed.notedelay)*4), 196-((45-ed.notedelay)*4), 196-((45-ed.notedelay)*4), true);
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}
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}
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if (game.test)
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{
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graphics.bprint(5, 5, game.teststring, 196, 196, 255 - help.glow, false);
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}
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graphics.drawfade();
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graphics.drawfade();
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if (game.flashlight > 0 && !game.noflashingmode)
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if (game.flashlight > 0 && !game.noflashingmode)
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@ -100,11 +100,6 @@ void preloaderrender()
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graphics.Print(282-(15*8), 204, "LOADING... 100%", 124, 112, 218, false);
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graphics.Print(282-(15*8), 204, "LOADING... 100%", 124, 112, 218, false);
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}
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}
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if (game.test)
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{
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graphics.Print(5, 5, game.teststring, 196, 196, 255 - help.glow, false);
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}
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graphics.drawfade();
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graphics.drawfade();
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if (game.flashlight > 0 && !game.noflashingmode)
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if (game.flashlight > 0 && !game.noflashingmode)
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@ -1207,11 +1207,6 @@ void titlerender()
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//graphics.Print(5, 228, "Left/Right to Choose, V to Select", tr, tg, tb, true);
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//graphics.Print(5, 228, "Left/Right to Choose, V to Select", tr, tg, tb, true);
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}
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}
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if (game.test)
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{
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graphics.Print(5, 5, game.teststring, 196, 196, 255, false);
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}
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graphics.drawfade();
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graphics.drawfade();
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if (game.flashlight > 0 && !game.noflashingmode)
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if (game.flashlight > 0 && !game.noflashingmode)
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@ -1385,11 +1380,6 @@ void gamecompleterender()
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creditOffset += 140;
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creditOffset += 140;
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if (graphics.onscreen(creditOffset + game.creditposition)) graphics.bigprint( -1, creditOffset + game.creditposition, "Thanks for playing!", tr, tg, tb, true, 2);
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if (graphics.onscreen(creditOffset + game.creditposition)) graphics.bigprint( -1, creditOffset + game.creditposition, "Thanks for playing!", tr, tg, tb, true, 2);
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if (game.test)
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{
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graphics.Print(5, 5, game.teststring, 196, 196, 255, false);
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}
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graphics.drawfade();
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graphics.drawfade();
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if (game.flashlight > 0 && !game.noflashingmode)
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if (game.flashlight > 0 && !game.noflashingmode)
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@ -1436,11 +1426,6 @@ void gamecompleterender2()
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}
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}
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}
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}
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if (game.test)
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{
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graphics.Print(5, 5, game.teststring, 196, 196, 255, false);
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}
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graphics.drawfade();
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graphics.drawfade();
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if (game.flashlight > 0 && !game.noflashingmode)
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if (game.flashlight > 0 && !game.noflashingmode)
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@ -1845,11 +1830,6 @@ void gamerender()
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*/
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*/
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if (game.test)
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{
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graphics.Print(5, 5, game.teststring, 196, 196, 255, false);
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}
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if (game.flashlight > 0 && !game.noflashingmode)
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if (game.flashlight > 0 && !game.noflashingmode)
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{
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{
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game.flashlight--;
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game.flashlight--;
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@ -2673,11 +2653,6 @@ void maprender()
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graphics.drawfade();
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graphics.drawfade();
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if (game.test)
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{
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graphics.Print(5, 5, game.teststring, 196, 196, 255, false);
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}
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if (game.flashlight > 0 && !game.noflashingmode)
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if (game.flashlight > 0 && !game.noflashingmode)
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{
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{
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game.flashlight--;
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game.flashlight--;
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@ -2882,11 +2857,6 @@ void towerrender()
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graphics.drawfade();
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graphics.drawfade();
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if (game.test)
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{
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graphics.Print(5, 5, game.teststring, 196, 196, 255, false);
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}
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if (game.flashlight > 0 && !game.noflashingmode)
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if (game.flashlight > 0 && !game.noflashingmode)
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{
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{
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game.flashlight--;
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game.flashlight--;
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@ -3032,11 +3002,6 @@ void teleporterrender()
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}
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}
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if (game.test)
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{
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graphics.Print(5, 5, game.teststring, 196, 196, 255, false);
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}
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if (game.flashlight > 0 && !game.noflashingmode)
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if (game.flashlight > 0 && !game.noflashingmode)
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{
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{
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game.flashlight--;
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game.flashlight--;
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