init commit
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@@ -0,0 +1,33 @@
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const std = @import("std");
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pub fn build(b: *std.Build) void {
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const target = b.standardTargetOptions(.{});
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const optimize = b.standardOptimizeOption(.{});
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const exe = b.addExecutable(.{ .name = "Zig_Game", .root_source_file = b.path("src/main.zig"), .target = target, .optimize = optimize });
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const raylib_dep = b.dependency("raylib_zig", .{
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.target = target,
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.optimize = optimize,
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});
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const raylib = raylib_dep.module("raylib"); // main raylib module
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const raygui = raylib_dep.module("raygui"); // raygui module
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const raylib_artifact = raylib_dep.artifact("raylib"); // raylib C library
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exe.linkLibrary(raylib_artifact);
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exe.root_module.addImport("raylib", raylib);
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exe.root_module.addImport("raygui", raygui);
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b.installArtifact(exe);
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const run_cmd = b.addRunArtifact(exe);
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run_cmd.step.dependOn(b.getInstallStep());
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if (b.args) |args| {
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run_cmd.addArgs(args);
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}
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const run_step = b.step("run", "Run the app");
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run_step.dependOn(&run_cmd.step);
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}
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@@ -0,0 +1,52 @@
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.{
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// This is the default name used by packages depending on this one. For
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// example, when a user runs `zig fetch --save <url>`, this field is used
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// as the key in the `dependencies` table. Although the user can choose a
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// different name, most users will stick with this provided value.
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//
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// It is redundant to include "zig" in this name because it is already
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// within the Zig package namespace.
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.name = .Zig_Game,
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// This is a [Semantic Version](https://semver.org/).
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// In a future version of Zig it will be used for package deduplication.
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.version = "0.0.0",
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// Together with name, this represents a globally unique package
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// identifier. This field is generated by the Zig toolchain when the
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// package is first created, and then *never changes*. This allows
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// unambiguous detection of one package being an updated version of
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// another.
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//
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// When forking a Zig project, this id should be regenerated (delete the
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// field and run `zig build`) if the upstream project is still maintained.
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// Otherwise, the fork is *hostile*, attempting to take control over the
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// original project's identity. Thus it is recommended to leave the comment
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// on the following line intact, so that it shows up in code reviews that
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// modify the field.
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.fingerprint = 0xb2051f0788a78dfb, // Changing this has security and trust implications.
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// Tracks the earliest Zig version that the package considers to be a
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// supported use case.
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.minimum_zig_version = "0.14.0",
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// This field is optional.
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// Each dependency must either provide a `url` and `hash`, or a `path`.
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// `zig build --fetch` can be used to fetch all dependencies of a package, recursively.
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// Once all dependencies are fetched, `zig build` no longer requires
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// internet connectivity.
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.dependencies = .{
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.raylib_zig = .{
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.url = "git+https://github.com/Not-Nik/raylib-zig#d4fc514d54a3b37b9b3e4f4983f611c3469e8c2a",
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.hash = "raylib_zig-5.6.0-dev-KE8REHguBQAE0xoNkra7mtEqr8cCZHk7k_03txLZB-cZ",
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},
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},
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.paths = .{
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"build.zig",
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"build.zig.zon",
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"src",
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// For example...
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//"LICENSE",
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//"README.md",
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},
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}
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const std = @import("std");
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const rl = @import("raylib");
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const Vector3_t = rl.Vector3;
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pub const Collider_t = struct {
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boundingRadius: f32 = 1,
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boundingCenter: Vector3_t = Vector3_t{.x=0,.y=0,.z=0},
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};
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pub const StoredString_t = struct {
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data_ptr: *const u8 = undefined,
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length: usize = 0
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};
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pub const EntityFlags_t = packed struct(u8) {
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flag1: bool = false,
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flag2: bool = false,
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flag3: bool = false,
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flag4: bool = false,
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flag5: bool = false,
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flag6: bool = false,
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flag7: bool = false,
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flag8: bool = false,
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};
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pub const Mesh_t = struct {
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meshData: rl.Mesh = undefined,
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meshMaterial: rl.Material = undefined,
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lod_Distance: f32 = 1,
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};
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pub const Node_t = struct {
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Id: u32 = 1,
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Parent: ?*Node_t = undefined,
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Name: []const u8 = undefined,
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Children: ?std.ArrayList(Node_t) = undefined,
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};
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pub const Entity_t = struct {
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Transform: rl.Transform = undefined,
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Flags: EntityFlags_t = EntityFlags_t{},
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Collider: Collider_t = Collider_t{},
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Mesh: Mesh_t = Mesh_t{},
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Node: Node_t = Node_t{},
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RuntimeFlags: EntityFlags_t = EntityFlags_t{},
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};
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@@ -0,0 +1,90 @@
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const std = @import("std");
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const rl = @import("raylib");
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const Entity_t = @import("Entity.zig").Entity_t;
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const EntitiesList_t = std.MultiArrayList(Entity_t);
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var G_alloc: *std.mem.Allocator = undefined;
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var G_camera: *rl.Camera3D = undefined;
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fn Render3D() void {
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rl.clearBackground(.white);
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rl.drawCube(
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.{ .x=4, .y=-4, .z=4 },
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2,
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2,
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2,
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.{ .r=255, .b=0, .g=0, .a=255 }
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);
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rl.drawCubeWires(
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.{ .x=4, .y=-4, .z=4 },
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2,
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2,
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2,
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.{ .r=0, .b=0, .g=0, .a=255 }
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);
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rl.drawSphere(
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.{.x=4, .y=0, .z=4},
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2,
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.{.r=0, .g=255, .b=0, .a=255},
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);
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rl.updateCamera(G_camera, rl.CameraMode.first_person);
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}
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fn RenderUI() void {
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rl.drawFPS(10, 10);
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}
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fn PhysicsUpdate() void {
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}
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pub fn main() !void {
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// Allocator
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var gpa = std.heap.GeneralPurposeAllocator(.{ .thread_safe = true } ){};
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var alloc = gpa.allocator();
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defer alloc.destroy(G_alloc);
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G_alloc = &alloc;
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// Create the Main Camera
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var MainCamera = rl.Camera3D{
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.up = rl.Vector3{ .x=0, .y=1, .z=0 },
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.position = rl.Vector3{ .x=0, .y=0, .z=0},
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.projection = rl.CameraProjection.perspective,
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.fovy = 60,
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.target = rl.Vector3{ .x=1, .y=0, .z=0 }
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};
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G_camera = &MainCamera;
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// Player List
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var Entities = EntitiesList_t{};
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defer Entities.deinit(G_alloc.*);
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// Create the Root Node
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var RootNode = Entity_t{};
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RootNode.Node.Name = "Root Node";
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try Entities.append(G_alloc.*, RootNode);
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// Setup
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//rl.disableCursor();
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rl.setTargetFPS(60);
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// Create window
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rl.initWindow( 512, 512, "Hello world");
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defer rl.closeWindow();
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while(!rl.windowShouldClose()){
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// Start Render Loop
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rl.beginDrawing();
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rl.beginMode3D(MainCamera);
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Render3D();
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rl.endMode3D();
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RenderUI();
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rl.endDrawing();
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PhysicsUpdate();
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//std.debug.print("{s}", .{ Player1.Node.Name });
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}
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}
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