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https://github.com/opensim/opensim.git
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* Optimized usings
* Shortened type references * Removed redundant 'this' qualifier
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@@ -39,7 +39,6 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
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{
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public BasicPhysicsPlugin()
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{
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}
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public bool Init()
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@@ -59,7 +58,6 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
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public void Dispose()
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{
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}
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}
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@@ -70,7 +68,6 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
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public BasicScene()
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{
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}
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public override PhysicsActor AddAvatar(string avName, PhysicsVector position)
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@@ -83,17 +80,15 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
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public override void RemovePrim(PhysicsActor prim)
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{
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}
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public override void RemoveAvatar(PhysicsActor actor)
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{
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BasicActor act = (BasicActor)actor;
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BasicActor act = (BasicActor) actor;
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if (_actors.Contains(act))
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{
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_actors.Remove(act);
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}
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}
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/*
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@@ -102,7 +97,9 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
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return null;
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}
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*/
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public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, PhysicsVector size, Quaternion rotation)
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public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
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PhysicsVector size, Quaternion rotation)
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{
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return null;
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}
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@@ -112,8 +109,8 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
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{
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foreach (BasicActor actor in _actors)
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{
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actor.Position.X = actor.Position.X + (actor.Velocity.X * timeStep);
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actor.Position.Y = actor.Position.Y + (actor.Velocity.Y * timeStep);
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actor.Position.X = actor.Position.X + (actor.Velocity.X*timeStep);
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actor.Position.Y = actor.Position.Y + (actor.Velocity.Y*timeStep);
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if (actor.Position.Y < 0)
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{
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actor.Position.Y = 0.1F;
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@@ -132,17 +129,18 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
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actor.Position.X = 255.9F;
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}
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float height = _heightMap[(int)actor.Position.Y * 256 + (int)actor.Position.X] + 1.0f;
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float height = _heightMap[(int) actor.Position.Y*256 + (int) actor.Position.X] + 1.0f;
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if (actor.Flying)
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{
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if (actor.Position.Z + (actor.Velocity.Z * timeStep) < _heightMap[(int)actor.Position.Y * 256 + (int)actor.Position.X] + 2)
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if (actor.Position.Z + (actor.Velocity.Z*timeStep) <
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_heightMap[(int) actor.Position.Y*256 + (int) actor.Position.X] + 2)
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{
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actor.Position.Z = height;
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actor.Velocity.Z = 0;
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}
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else
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{
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actor.Position.Z = actor.Position.Z + (actor.Velocity.Z * timeStep);
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actor.Position.Z = actor.Position.Z + (actor.Velocity.Z*timeStep);
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}
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}
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else
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@@ -150,32 +148,26 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
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actor.Position.Z = height;
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actor.Velocity.Z = 0;
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}
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}
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}
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public override void GetResults()
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{
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}
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public override bool IsThreaded
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{
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get
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{
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return (false); // for now we won't be multithreaded
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get { return (false); // for now we won't be multithreaded
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}
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}
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public override void SetTerrain(float[] heightMap)
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{
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this._heightMap = heightMap;
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_heightMap = heightMap;
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}
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public override void DeleteTerrain()
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{
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}
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}
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@@ -185,6 +177,7 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
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private PhysicsVector _velocity;
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private PhysicsVector _acceleration;
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private bool flying;
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public BasicActor()
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{
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_velocity = new PhysicsVector();
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@@ -194,97 +187,56 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
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public override bool Flying
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{
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get
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{
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return flying;
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}
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set
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{
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flying = value;
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}
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get { return flying; }
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set { flying = value; }
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}
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public override PhysicsVector Position
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{
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get
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{
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return _position;
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}
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set
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{
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_position = value;
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}
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get { return _position; }
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set { _position = value; }
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}
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public override PhysicsVector Size
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{
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get
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{
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return new PhysicsVector(0, 0, 0);
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}
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set
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{
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}
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get { return new PhysicsVector(0, 0, 0); }
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set { }
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}
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public override PhysicsVector Velocity
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{
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get
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{
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return _velocity;
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}
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set
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{
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_velocity = value;
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}
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get { return _velocity; }
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set { _velocity = value; }
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}
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public override Quaternion Orientation
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{
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get
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{
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return Quaternion.Identity;
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}
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set
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{
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}
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get { return Quaternion.Identity; }
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set { }
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}
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public override PhysicsVector Acceleration
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{
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get
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{
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return _acceleration;
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}
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get { return _acceleration; }
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}
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public override bool Kinematic
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{
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get
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{
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return true;
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}
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set
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{
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}
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get { return true; }
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set { }
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}
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public void SetAcceleration(PhysicsVector accel)
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{
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this._acceleration = accel;
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_acceleration = accel;
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}
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public override void AddForce(PhysicsVector force)
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{
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}
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public override void SetMomentum(PhysicsVector momentum)
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{
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}
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}
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}
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}
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