Unstable v0.15.17.0 (Hex is out of town edition)
This commit is contained in:
@@ -954,6 +954,13 @@ namespace Barotrauma
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{
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for (int i = 0; i < cavePathCells.Count; i++)
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{
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var connectingEdge = i > 0 ? cavePathCells[i].Edges.Find(e => e.AdjacentCell(cavePathCells[i]) == cavePathCells[i - 1]) : null;
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if (connectingEdge != null)
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{
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var edgeWayPoint = new WayPoint(connectingEdge.Center, SpawnType.Path, submarine: null);
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ConnectWaypoints(prevWp, edgeWayPoint, 500.0f);
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prevWp = edgeWayPoint;
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}
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var newWaypoint = new WayPoint(cavePathCells[i].Center, SpawnType.Path, submarine: null);
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ConnectWaypoints(prevWp, newWaypoint, 500.0f);
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prevWp = newWaypoint;
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@@ -1382,6 +1389,7 @@ namespace Barotrauma
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if (tunnel.Cells.Count == 0) { return; }
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List<WayPoint> wayPoints = new List<WayPoint>();
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WayPoint prevWayPoint = null;
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for (int i = 0; i < tunnel.Cells.Count; i++)
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{
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tunnel.Cells[i].CellType = CellType.Path;
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@@ -1391,10 +1399,58 @@ namespace Barotrauma
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};
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wayPoints.Add(newWaypoint);
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if (wayPoints.Count > 1)
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if (prevWayPoint != null)
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{
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wayPoints[wayPoints.Count - 2].ConnectTo(newWaypoint);
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bool solidCellBetween = false;
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foreach (GraphEdge edge in tunnel.Cells[i].Edges)
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{
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if (edge.AdjacentCell(tunnel.Cells[i])?.CellType == CellType.Solid &&
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MathUtils.LinesIntersect(newWaypoint.WorldPosition, prevWayPoint.WorldPosition, edge.Point1, edge.Point2))
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{
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solidCellBetween = true;
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break;
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}
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}
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if (solidCellBetween)
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{
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//something between the previous waypoint and this one
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// -> find the edge that connects the cells and place a waypoint there, instead of connecting the centers of the cells directly
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var edgeBetweenCells = tunnel.Cells[i].Edges.Find(e => e.AdjacentCell(tunnel.Cells[i]) == tunnel.Cells[i - 1]);
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if (edgeBetweenCells != null)
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{
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var edgeWaypoint = new WayPoint(new Rectangle((int)edgeBetweenCells.Center.X, (int)edgeBetweenCells.Center.Y, 10, 10), null)
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{
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Tunnel = tunnel
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};
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prevWayPoint.ConnectTo(edgeWaypoint);
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prevWayPoint = edgeWaypoint;
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}
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}
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prevWayPoint.ConnectTo(newWaypoint);
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//look back at the tunnel cells before the previous one, and see if the current cell shares edges with them
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//= if we can "skip" from cell #1 to cell #3, create a waypoint between them.
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//Fixes there sometimes not being a path past a destructible ice chunk even if there's space to go past it.
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for (int j = i - 2; j > 0 && j > i - 5; j--)
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{
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foreach (GraphEdge edge in tunnel.Cells[i].Edges)
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{
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if (Vector2.DistanceSquared(edge.Point1, edge.Point2) < 30.0f * 30.0f) { continue; }
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if (!edge.IsSolid && edge.AdjacentCell(tunnel.Cells[i]) == tunnel.Cells[j])
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{
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var edgeWaypoint = new WayPoint(new Rectangle((int)edge.Center.X, (int)edge.Center.Y, 10, 10), null)
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{
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Tunnel = tunnel
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};
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wayPoints[j].ConnectTo(edgeWaypoint);
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edgeWaypoint.ConnectTo(newWaypoint);
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break;
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}
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}
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}
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}
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prevWayPoint = newWaypoint;
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}
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tunnel.WayPoints.AddRange(wayPoints);
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@@ -1954,6 +2010,8 @@ namespace Barotrauma
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wayPoints.RemoveAt(i);
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}
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Debug.Assert(wayPoints.Any(), "Couldn't generate waypoints around ruins.");
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//connect ruin entrances to the outside waypoints
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foreach (Gap g in Gap.GapList)
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{
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@@ -1997,6 +2055,13 @@ namespace Barotrauma
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{
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for (int i = 0; i < ruin.PathCells.Count; i++)
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{
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var connectingEdge = i > 0 ? ruin.PathCells[i].Edges.Find(e => e.AdjacentCell(ruin.PathCells[i]) == ruin.PathCells[i - 1]) : null;
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if (connectingEdge != null)
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{
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var edgeWayPoint = new WayPoint(connectingEdge.Center, SpawnType.Path, submarine: null);
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ConnectWaypoints(prevWp, edgeWayPoint, outSideWaypointInterval);
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prevWp = edgeWayPoint;
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}
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var newWaypoint = new WayPoint(ruin.PathCells[i].Center, SpawnType.Path, submarine: null);
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ConnectWaypoints(prevWp, newWaypoint, outSideWaypointInterval);
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prevWp = newWaypoint;
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@@ -2947,7 +3012,7 @@ namespace Barotrauma
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if (!suitablePositions.Any())
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{
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string errorMsg = "Could not find a suitable position of interest. (PositionType: " + positionType + ", minDistFromSubs: " + minDistFromSubs + ")\n" + Environment.StackTrace.CleanupStackTrace();
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GameAnalyticsManager.AddErrorEventOnce("Level.TryGetInterestingPosition:PositionTypeNotFound", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
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GameAnalyticsManager.AddErrorEventOnce("Level.TryGetInterestingPosition:PositionTypeNotFound", GameAnalyticsManager.ErrorSeverity.Error, errorMsg);
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#if DEBUG
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DebugConsole.ThrowError(errorMsg);
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#endif
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@@ -2972,7 +3037,7 @@ namespace Barotrauma
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if (!farEnoughPositions.Any())
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{
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string errorMsg = "Could not find a position of interest far enough from the submarines. (PositionType: " + positionType + ", minDistFromSubs: " + minDistFromSubs + ")\n" + Environment.StackTrace.CleanupStackTrace();
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GameAnalyticsManager.AddErrorEventOnce("Level.TryGetInterestingPosition:TooCloseToSubs", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
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GameAnalyticsManager.AddErrorEventOnce("Level.TryGetInterestingPosition:TooCloseToSubs", GameAnalyticsManager.ErrorSeverity.Error, errorMsg);
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#if DEBUG
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DebugConsole.ThrowError(errorMsg);
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#endif
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@@ -3084,7 +3149,25 @@ namespace Barotrauma
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foreach (LevelWall wall in ExtraWalls)
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{
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if (wall is DestructibleLevelWall destructibleWall && destructibleWall.Destroyed) { continue; }
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if (wall == SeaFloor)
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{
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if (SeaFloorTopPos < worldPos.Y - searchDepth * GridCellSize) { continue; }
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}
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else
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{
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if (wall is DestructibleLevelWall destructibleWall && destructibleWall.Destroyed) { continue; }
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bool closeEnough = false;
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foreach (VoronoiCell cell in wall.Cells)
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{
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if (Math.Abs(cell.Center.X - worldPos.X) < (searchDepth + 1) * GridCellSize &&
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Math.Abs(cell.Center.Y - worldPos.Y) < (searchDepth + 1) * GridCellSize)
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{
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closeEnough = true;
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break;
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}
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}
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if (!closeEnough) { continue; }
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}
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foreach (VoronoiCell cell in wall.Cells)
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{
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tempCells.Add(cell);
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@@ -3739,7 +3822,7 @@ namespace Barotrauma
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subDockingPortOffset = MathHelper.Clamp(subDockingPortOffset, -5000.0f, 5000.0f);
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string warningMsg = "Docking port very far from the sub's center of mass (submarine: " + Submarine.MainSub.Info.Name + ", dist: " + subDockingPortOffset + "). The level generator may not be able to place the outpost so that docking is possible.";
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DebugConsole.NewMessage(warningMsg, Color.Orange);
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GameAnalyticsManager.AddErrorEventOnce("Lever.CreateOutposts:DockingPortVeryFar" + Submarine.MainSub.Info.Name, GameAnalyticsSDK.Net.EGAErrorSeverity.Warning, warningMsg);
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GameAnalyticsManager.AddErrorEventOnce("Lever.CreateOutposts:DockingPortVeryFar" + Submarine.MainSub.Info.Name, GameAnalyticsManager.ErrorSeverity.Warning, warningMsg);
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}
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float outpostDockingPortOffset = subPort == null ? 0.0f : outpostPort.Item.WorldPosition.X - outpost.WorldPosition.X;
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@@ -3749,7 +3832,7 @@ namespace Barotrauma
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outpostDockingPortOffset = MathHelper.Clamp(outpostDockingPortOffset, -5000.0f, 5000.0f);
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string warningMsg = "Docking port very far from the outpost's center of mass (outpost: " + outpost.Info.Name + ", dist: " + outpostDockingPortOffset + "). The level generator may not be able to place the outpost so that docking is possible.";
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DebugConsole.NewMessage(warningMsg, Color.Orange);
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GameAnalyticsManager.AddErrorEventOnce("Lever.CreateOutposts:OutpostDockingPortVeryFar" + outpost.Info.Name, GameAnalyticsSDK.Net.EGAErrorSeverity.Warning, warningMsg);
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GameAnalyticsManager.AddErrorEventOnce("Lever.CreateOutposts:OutpostDockingPortVeryFar" + outpost.Info.Name, GameAnalyticsManager.ErrorSeverity.Warning, warningMsg);
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}
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Vector2 spawnPos = outpost.FindSpawnPos(i == 0 ? StartPosition : EndPosition, minSize, subDockingPortOffset - outpostDockingPortOffset, verticalMoveDir: 1);
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