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Sandro's feature pack (by Sandro)
- GameDir files for the features - further infos: http://www.ja-galaxy-forum.com/board/ubbthreads.php/topics/308884/A_Small_Compilation_of_New_Fea.html#Post308884 git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1490 4f8fa57e-7814-0410-bad4-adc449f26b7c
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@@ -78,7 +78,7 @@ AP_STEALTH_MODIFIER = 8
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;***********************************************************************
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;* The amount of Action Points that are needed to steal from an enemy. *
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;***********************************************************************
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AP_STEAL_ITEM = 56
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AP_STEAL_ITEM = 32
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;***********************************************************************
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;* AP-cost for putting blood into a jar. *
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@@ -1181,6 +1181,67 @@ ALLOW_DYNAMIC_TOOLTIP_DETAIL_LEVEL = TRUE
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ALLOW_WALKING_WITH_WEAPON_RAISED = TRUE
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;------------------------------------------------------------------------------------------------------------------------------
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; Alternative Weapon Holding settings
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;------------------------------------------------------------------------------------------------------------------------------
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; This feature allows us to fire weapons in a different way: we can fire rifles (meaning any two handed guns) from hip, and
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; pistols (meaning any one-handed guns) holding in hand (making standard pistol holding be with two hands).
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; The benefit of such holding is speed (reduced AP cost to ready, faster target acquiring), the drawback is limited accuracy and
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; no use of scopes.
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; Here is the basic switch of the feature, it also controls how the feature behaves in game - the setting can go from 0-3, and
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; here is explanation of each:
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; 0 - Turned off entirely.
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; 1 - The alternative holding will be used only if you use NO aim clicks on a shots and you don't have your weapon raised up yet.
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; 2 - This behaviour allows several aim levels to be treated as "alternative weapon holding", based on total aiming levels
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; allowed for the gun. The number of alternative aim levels is always lesser than standard aim levels, and they are displayed
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; as YELLOW dots under NCTH. If you do not have your gun raised yet (rifle to shoulder, pistol with two hands), you may fire
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; from the alternative holding by simply aiming within the yellow aim levels limit (usually 33-66% of standard aim levels).
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; If you use at least one aim click above the indicated alternative levels, your merc will automatically raise the weapon to
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; the standard holding before the shot.
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; 3 - "Scope Mode" behaviour (default). This simply makes the alternative mode a "scope" mode. To fire rifle from hip or pistol
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; one-handed, just press '.' key to cycle to the apropriate mode (currently indicated by an "eye" symbol). No matter if you
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; have your rifle shouldered/pistol held two-handed, you will use the alternative mod anytime you select this mode. With this
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; setting, if you use the 'L' to raise your weapon, then it will be raised to a stance based on the scope mode selected.
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; Of course, Scope Modes has to be allowed for this to work (they are as default).
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; Note that by now, this feature is only available in standing position (hopefully, in the future, I'll be able to finish
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; animations for crouched stance). Also, by now it is unavailable for pistols when standing in water.
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; Last thing to mention: There is a new flag in Weapons.xml - "Heavygun" which says that weapon cannot be shouldered in standing
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; position at all, and must be fired from hip then. It is only used for two-handed guns, supposedly for a rather too heavy LMGs.
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;
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ALLOW_ALTERNATIVE_WEAPON_HOLDING = 3
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; This says how many APs are charged to raise the weapon to alternative holdng (rifles to hip, pistols with one hand), based on
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; standard weapon ready APs. Setting 25 here means 25% of the APs are charged to raise weapon to hip/one-handed, so a weapon with
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; 12 APs to ready would charge 3 APs to raise to hip/one-handed. Default is 25% by now.
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; (Note that this is also AP cost to go from shoulder to hip / from two-handed to one-handed grip.)
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;
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RAISE_TO_ALTWEAPHOLD_READY_APS_PERC = 25
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; This determines how many APs from regular weapon ready APs are charged when going from alternative holding to standard holding.
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; This settings with the above one should put 100% together, as the alternative holding is supposed to be something like
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; semi-raised gun (quarter-raised by now actullay).
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; This will not affect standard cost for raising weapons (when gun is lowered and we choose to raise it fully).
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;
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RAISE_FROM_ALTWEAPHOLD_READY_APS_PERCENTAGE = 75
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; This makes the shots from alternative holding to cost less APs to make up for not being able to aim and use scopes. 10 here
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; means -10% APs to shoot from hip / one-handed grip.
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;
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FASTER_SHOT_FROM_ALTWEAPHOLD_PERC = 10
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; The base (N)CtH penalty when firing from alternative weapon holding.
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CTH_PENALTY_FROM_ALTWEAPHOLD = 30
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; The base penalty when aiming from alternative weapon holding, if aiming from it is allowed.
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AIMING_PENALY_FROM_ALTWEAPHOLD = 30
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; Aiming levels of the gun are reduced percentually by this number on alternative weapon holding. So 50 here means only half aiming
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; levels will be available when using alternative holding (keep in mind that is a positive thing in NCTH).
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AIMING_LEVELS_REDUCTION_ON_ALTWEAPHOLD = 50;
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;------------------------------------------------------------------------------------------------------------------------------
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; Weapon resting features
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;------------------------------------------------------------------------------------------------------------------------------
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@@ -1532,6 +1593,41 @@ ALLOW_INSTANT_INTERRUPTS_ON_SPOTTING = FALSE
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ROBOT_NO_READYTIME = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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; Disable enemies to automatically ready their weapon, when they see our mercs. However, since it may help us to notify about
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; being spotted, to compensate it a marker and enemy quote is implemented.
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; This setting can be 0 or 1 or 2.
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; 0 = nothing changed, the enemies will automatically raise their weapons, when they see us, as before
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; 1 = enemies will not do that
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; 2 = enemies will only TURN towards our direction, and NOT raise their weapon
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NO_ENEMY_AUTOMATIC_WEAPON_READYING = 1
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;------------------------------------------------------------------------------------------------------------------------------
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; Energy cost on weapon manipulation
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; This is made out of two parts - the weapon recoil kick impact and the effort on keeping the weapon up based due to its weight.
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; Weapon weight:
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; The calculation of the cost is non-linear, so on lightweight guns, there is nearly no energy cost, while on very heavy guns,
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; the effect is significant. This is mainly important when trying to shoulder rather heavy weaponry (LMGs, anti-material SNs),
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; as those are more likely adviced to be fired from hip (LMGs) or on bipod.
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; Strugling with the weapon weight is reduced greatly in crouching position or if holding the gun on hip rather than shoulder.
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; And it is almost or totaly erased when the weapon is resting on something or you are in prone position, best with a bipod.
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; The setting here represents percentual modifier to the final cost, so you can tweak it up or down as you like.
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; 0 = disabled. 100 = default. Max is 250 (rather excessive).
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ENERGY_COST_FOR_WEAPON_WEIGHT = 100
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; Weapon recoil kick:
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; This is a little different from struggling with weapon weight. It is about how much the gun "kicks" our shoulder (or hand).
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; Single shots may not prove much effect, but on autofire this may incure some nasty energy loss with certain guns.
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; The formula is based on weapon impact and weight, where weight actually help us out here, since it absorbs the back force
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; of the recoil. Again, the cost is reduced by stance (nearly erased by bipod and/or weapon resting, greatly reduced when
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; firing from hip), foregrip etc. This is mainly important if you intend to fire many long autofire bursts, when you may
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; (should) consider firing from hip as a more beneficial stance for it.
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; The setting here represents percentual modifier to the final cost, so you can tweak it up or down as you like.
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; 0 = disabled. 100 = default. Max is 250 (rather excessive).
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ENERGY_COST_FOR_WEAPON_RECOIL_KICK = 100
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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@@ -295,7 +295,8 @@ BONUS_HTH_BREATH_DAMAGE = 15
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LOST_BREATH_REGAIN_PENALTY = 100
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; Percentage bonus to damage dealt with aimed punches or spinning kicks
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AIMED_PUNCH_DAMAGE_BONUS = 75
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; aimed punches already has +50% bonus, so this is on top of it (+100% with one level of trait, +150% with two)
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AIMED_PUNCH_DAMAGE_BONUS = 50
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; CtH bonus with aimed punches or spinning kicks.
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; Right now, the CtH bonus with aimed punch for anyone is +20%, you can however modify that
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@@ -324,8 +325,10 @@ APS_TURN_AROUND_REDUCTION = 25
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; Percentage APs reduction needed to climb on/off roofs and jump fences
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APS_CLIMB_OR_JUMP_REDUCTION = 25
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; Chance to be interrupted by enemies when moving (only applyable when using Improved Interrupt System)
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REDUCED_CHANCE_TO_BE_INTERRUPTED_WHEN_MOVING = 35
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; Reduced chance to be interrupted by enemies when charging towards them (in their direction)
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; This is only applyable when using Improved Interrupt System, the merc must be within 7 tiles and holding
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; nothing or a blade in his hands
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REDUCED_CHANCE_TO_BE_INTERRUPTED_WHEN_CHARGING_IN = 40
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; Extra chance to knock open doors
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CHANCE_KICK_DOORS_BONUS = 25
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@@ -508,7 +511,7 @@ DAMAGE_BONUS_BLADES = 30
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DAMAGE_BONUS_BLUNT_WEAPONS = 30
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; Percentage bonus to damage when using an aimed attack in melee
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AIMED_MELEE_ATTACK_DAMAGE_BONUS = 60
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AIMED_MELEE_ATTACK_DAMAGE_BONUS = 50
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; Percentage bonus to dodge a blade attack
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BONUS_CHANCE_TO_DODGE_BLADES = 30
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@@ -589,7 +592,7 @@ BONUS_TO_MOVE_STEALTHILY = 40
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STEALTH_BONUS = 25
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; Chance to be interrupted by enemies (only applyable when using Improved Interrupt System)
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REDUCED_CHANCE_TO_BE_INTERRUPTED = 30
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REDUCED_CHANCE_TO_BE_INTERRUPTED = 20
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; Cover penalty for moving is reduced by this value percentually
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CHANCE_TO_BE_SPOTTED_FOR_MOVING_REDUCTION = 25
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@@ -1,4 +1,4 @@
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<?xml version="1.0" encoding="utf-8"?>
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<?xml version="1.0" encoding="utf-8"?>
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<WEAPONLIST>
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<WEAPON>
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<uiIndex>0</uiIndex>
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@@ -44,7 +44,8 @@
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<Handling>0</Handling>
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<usOverheatingJamThreshold>4000</usOverheatingJamThreshold>
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<usOverheatingDamageThreshold>5000</usOverheatingDamageThreshold>
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<usOverheatingSingleShotTemperature>80</usOverheatingSingleShotTemperature>
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<usOverheatingSingleShotTemperature>80</usOverheatingSingleShotTemperature>
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<HeavyGun>0</HeavyGun>
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</WEAPON>
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<WEAPON>
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<uiIndex>1</uiIndex>
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