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https://github.com/1dot13/source.git
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Merge branch 'master' into decideaction
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+29
-29
@@ -171,7 +171,7 @@ void CheckForChangingOrders(SOLDIERTYPE *pSoldier );
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INT8 ClosestPanicTrigger( SOLDIERTYPE * pSoldier );
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INT32 ClosestKnownOpponent(SOLDIERTYPE *pSoldier, INT32 * psGridNo, INT8 * pbLevel, UINT8 *pubOpponentID = NULL);
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INT32 ClosestKnownOpponent(SOLDIERTYPE *pSoldier, INT32 * psGridNo, INT8 * pbLevel, SoldierID *pubOpponentID = NULL);
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INT32 ClosestPC( SOLDIERTYPE *pSoldier, INT32 * psDistance );
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INT32 ClosestUnDisguisedPC( SOLDIERTYPE *pSoldier, INT32 * psDistance ); // Flugente: like ClosestPC(...), but does not account for covert or not visible mercs
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BOOLEAN CanAutoBandage( BOOLEAN fDoFullCheck );
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@@ -216,7 +216,7 @@ BOOLEAN FindRoofClimbingPoints( SOLDIERTYPE * pSoldier, INT16 sDesiredSpot );
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INT32 FindSpotMaxDistFromOpponents(SOLDIERTYPE *pSoldier);
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INT32 FindSweetCoverSpot(SOLDIERTYPE *pSoldier);
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void FreeUpNPCFromAttacking(UINT8 ubID);
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void FreeUpNPCFromAttacking(SoldierID ubID);
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void FreeUpNPCFromPendingAction( SOLDIERTYPE * pSoldier );
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void FreeUpNPCFromTurning(SOLDIERTYPE *pSoldier, INT8 bLook);
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void FreeUpNPCFromStanceChange(SOLDIERTYPE *pSoldier );
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@@ -224,7 +224,7 @@ void FreeUpNPCFromLoweringGun( SOLDIERTYPE *pSoldier );
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void FreeUpNPCFromRoofClimb(SOLDIERTYPE *pSoldier );
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UINT8 GetClosestOpponent( SOLDIERTYPE *pSoldier );
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UINT8 GetMostThreateningOpponent( SOLDIERTYPE *pSoldier );
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SoldierID GetMostThreateningOpponent( SOLDIERTYPE *pSoldier );
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void HandleSoldierAI( SOLDIERTYPE *pSoldier );
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void HandleInitialRedAlert( INT8 bTeam, UINT8 ubCommunicate);
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@@ -248,7 +248,7 @@ INT16 RandomFriendWithin(SOLDIERTYPE *pSoldier);
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INT16 RoamingRange(SOLDIERTYPE *pSoldier, INT32 *pFromGridNo);
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void SetCivilianDestination(UINT8 ubWho, INT32 sGridNo);
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void SetCivilianDestination(SoldierID ubWho, INT32 sGridNo);
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void SetNewSituation( SOLDIERTYPE * pSoldier );
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UINT8 SoldierDifficultyLevel( SOLDIERTYPE * pSoldier );
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@@ -267,19 +267,19 @@ INT32 FindFlankingSpot(SOLDIERTYPE *pSoldier, INT32 sPos, INT8 bAction );
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BOOLEAN CanClimbFromHere (SOLDIERTYPE * pSoldier, BOOLEAN fUp );
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// HEADROCK HAM 3.6: Adding includes for A* cover calculations
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INT8 CalcWorstCTGTForPosition( SOLDIERTYPE * pSoldier, UINT8 ubOppID, INT32 sOppGridNo, INT8 bLevel, INT32 iMyAPsLeft );
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INT8 CalcBestCTGT( SOLDIERTYPE *pSoldier, UINT8 ubOppID, INT32 sOppGridNo, INT8 bLevel, INT32 iMyAPsLeft );
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INT8 CalcAverageCTGTForPosition( SOLDIERTYPE * pSoldier, UINT8 ubOppID, INT32 sOppGridNo, INT8 bLevel, INT32 iMyAPsLeft );
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INT8 CalcWorstCTGTForPosition( SOLDIERTYPE * pSoldier, SoldierID ubOppID, INT32 sOppGridNo, INT8 bLevel, INT32 iMyAPsLeft );
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INT8 CalcBestCTGT( SOLDIERTYPE *pSoldier, SoldierID ubOppID, INT32 sOppGridNo, INT8 bLevel, INT32 iMyAPsLeft );
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INT8 CalcAverageCTGTForPosition( SOLDIERTYPE * pSoldier, SoldierID ubOppID, INT32 sOppGridNo, INT8 bLevel, INT32 iMyAPsLeft );
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UINT8 NumberOfTeamMatesAdjacent( SOLDIERTYPE * pSoldier, INT32 sGridNo );
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// Flugente: get the id of the closest soldier (coser than x tiles) of a specific team with a specific flag that we can currently see
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UINT8 GetClosestFlaggedSoldierID( SOLDIERTYPE * pSoldier, INT16 aRange, UINT8 auTeam, UINT32 aFlag, BOOLEAN fCheckSight = TRUE );
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SoldierID GetClosestFlaggedSoldierID( SOLDIERTYPE * pSoldier, INT16 aRange, UINT8 auTeam, UINT32 aFlag, BOOLEAN fCheckSight = TRUE );
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// get the id of the closest soldier (closer than x tiles) of a specific team that is wounded that we can currently see
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UINT8 GetClosestWoundedSoldierID( SOLDIERTYPE * pSoldier, INT16 aRange, UINT8 auTeam );
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SoldierID GetClosestWoundedSoldierID( SOLDIERTYPE * pSoldier, INT16 aRange, UINT8 auTeam );
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// get the id of the closest medic (closer than x tiles) of a specific team
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UINT8 GetClosestMedicSoldierID( SOLDIERTYPE * pSoldier, INT16 aRange, UINT8 auTeam );
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SoldierID GetClosestMedicSoldierID( SOLDIERTYPE * pSoldier, INT16 aRange, UINT8 auTeam );
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// sevenfm:
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BOOLEAN NightLight(void);
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@@ -287,15 +287,15 @@ BOOLEAN DuskLight(void);
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BOOLEAN InSmokeNearby(INT32 sGridNo, INT8 bLevel);
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INT16 MaxNormalVisionDistance( void );
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UINT8 MinFlankDirections( SOLDIERTYPE *pSoldier );
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UINT8 CountFriendsInDirection( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo );
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UINT16 CountFriendsInDirection( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo );
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BOOLEAN GuySawEnemy( SOLDIERTYPE * pSoldier, UINT8 ubMax = SEEN_3_TURNS_AGO );
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UINT8 CountNearbyFriends( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubDistance );
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UINT16 CountNearbyFriends( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubDistance );
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UINT8 CountNearbyFriendsLastAttackHit( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubDistance );
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UINT8 CountFriendsFlankSameSpot(SOLDIERTYPE *pSoldier, INT32 sSpot = NOWHERE);
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UINT8 CountFriendsBlack( SOLDIERTYPE *pSoldier, INT32 sClosestOpponent = NOWHERE );
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UINT8 CountTeamUnderAttack(INT8 bTeam, INT32 sGridNo, INT16 sDistance);
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UINT8 CountPublicKnownEnemies(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 sDistance);
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UINT8 CountPublicKnownEnemies(SOLDIERTYPE *pSoldier);
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UINT16 CountTeamUnderAttack(INT8 bTeam, INT32 sGridNo, INT16 sDistance);
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UINT16 CountPublicKnownEnemies(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 sDistance);
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UINT16 CountPublicKnownEnemies(SOLDIERTYPE *pSoldier);
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UINT8 SectorCurfew(BOOLEAN fNight);
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UINT8 TeamPercentKilled(INT8 bTeam);
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@@ -304,15 +304,15 @@ UINT8 ArmyPercentKilled(void);
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UINT8 ArmyPercentKilledTolerance(void);
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BOOLEAN EnemySeenSoldierRecently( SOLDIERTYPE *pSoldier, UINT8 ubMax = SEEN_3_TURNS_AGO );
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UINT8 CountTeamSeeSoldier( INT8 bTeam, SOLDIERTYPE *pSoldier );
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UINT16 CountTeamSeeSoldier( INT8 bTeam, SOLDIERTYPE *pSoldier );
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BOOLEAN AICheckFriendsNoContact( SOLDIERTYPE *pSoldier );
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BOOLEAN AICheckIsFlanking( SOLDIERTYPE *pSoldier );
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INT8 CalcMoraleNew(SOLDIERTYPE *pSoldier);
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UINT32 PrepareThreatlist(SOLDIERTYPE *pSoldier);
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UINT8 ClosestSeenThreatID(SOLDIERTYPE *pSoldier, UINT32 uiThreatCnt, UINT8 ubMax = SEEN_CURRENTLY); // first call PrepareThreatlist to make threat list
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UINT8 ClosestKnownThreatID(SOLDIERTYPE *pSoldier, UINT32 uiThreatCnt); // first call PrepareThreatlist to make threat list
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SoldierID ClosestSeenThreatID(SOLDIERTYPE *pSoldier, UINT32 uiThreatCnt, UINT8 ubMax = SEEN_CURRENTLY); // first call PrepareThreatlist to make threat list
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SoldierID ClosestKnownThreatID(SOLDIERTYPE *pSoldier, UINT32 uiThreatCnt); // first call PrepareThreatlist to make threat list
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BOOLEAN ProneSightCoverAtSpot(SOLDIERTYPE *pSoldier, INT32 sSpot, BOOLEAN fUnlimited);
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BOOLEAN SightCoverAtSpot(SOLDIERTYPE *pSoldier, INT32 sSpot, BOOLEAN fUnlimited);
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@@ -332,7 +332,7 @@ UINT8 TerrainDensity(INT32 sSpot, INT8 bLevel, UINT8 ubDistance, BOOLEAN fGrass)
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BOOLEAN FindNearbyExplosiveStructure(INT32 sSpot, INT8 bLevel);
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INT16 DistanceToClosestActiveOpponent(SOLDIERTYPE *pSoldier, INT32 sSpot);
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BOOLEAN ValidOpponent(SOLDIERTYPE* pSoldier, SOLDIERTYPE* pOpponent);
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UINT8 CountSeenEnemiesLastTurn( SOLDIERTYPE *pSoldier );
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UINT16 CountSeenEnemiesLastTurn( SOLDIERTYPE *pSoldier );
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BOOLEAN FindObstacleNearSpot(INT32 sSpot, INT8 bLevel);
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BOOLEAN CheckNPCDestination(SOLDIERTYPE *pSoldier, INT32 sGridNo);
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UINT8 SpotDangerLevel(SOLDIERTYPE *pSoldier, INT32 sGridNo);
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@@ -383,19 +383,19 @@ BOOLEAN AICheckSpecialRole(SOLDIERTYPE *pSoldier);
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// Knowledge functions
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// *************************************************************
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INT8 Knowledge(SOLDIERTYPE *pSoldier, UINT8 ubOpponentID);
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INT32 KnownLocation(SOLDIERTYPE *pSoldier, UINT8 ubOpponentID);
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INT8 KnownLevel(SOLDIERTYPE *pSoldier, UINT8 ubOpponentID);
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INT8 Knowledge(SOLDIERTYPE *pSoldier, SoldierID ubOpponentID);
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INT32 KnownLocation(SOLDIERTYPE *pSoldier, SoldierID ubOpponentID);
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INT8 KnownLevel(SOLDIERTYPE *pSoldier, SoldierID ubOpponentID);
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BOOLEAN UsePersonalKnowledge(SOLDIERTYPE *pSoldier, UINT8 ubOpponentID);
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BOOLEAN UsePersonalKnowledge(SOLDIERTYPE *pSoldier, SoldierID ubOpponentID);
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INT8 PersonalKnowledge(SOLDIERTYPE *pSoldier, UINT8 ubOpponentID);
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INT32 KnownPersonalLocation(SOLDIERTYPE *pSoldier, UINT8 ubOpponentID);
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INT8 KnownPersonalLevel(SOLDIERTYPE *pSoldier, UINT8 ubOpponentID);
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INT8 PersonalKnowledge(SOLDIERTYPE *pSoldier, SoldierID ubOpponentID);
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INT32 KnownPersonalLocation(SOLDIERTYPE *pSoldier, SoldierID ubOpponentID);
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INT8 KnownPersonalLevel(SOLDIERTYPE *pSoldier, SoldierID ubOpponentID);
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INT8 PublicKnowledge(UINT8 bTeam, UINT8 ubOpponentID);
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INT32 KnownPublicLocation(UINT8 bTeam, UINT8 ubOpponentID);
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INT8 KnownPublicLevel(UINT8 bTeam, UINT8 ubOpponentID);
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INT8 PublicKnowledge(UINT8 bTeam, SoldierID ubOpponentID);
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INT32 KnownPublicLocation(UINT8 bTeam, SoldierID ubOpponentID);
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INT8 KnownPublicLevel(UINT8 bTeam, SoldierID ubOpponentID);
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#define MAX_FLANKS_RED 25
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#define MAX_FLANKS_YELLOW 25
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