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https://github.com/OpenFusionProject/OpenFusion.git
synced 2025-09-28 18:57:35 +00:00
Add player revive, vehicle mount/dismount and more (#33)
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@@ -27,7 +27,12 @@ void PlayerManager::init() {
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_GOTO, PlayerManager::gotoPlayer);
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REGISTER_SHARD_PACKET(P_CL2FE_GM_REQ_PC_SET_VALUE, PlayerManager::setSpecialPlayer);
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REGISTER_SHARD_PACKET(P_CL2FE_REP_LIVE_CHECK, PlayerManager::heartbeatPlayer);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_REGEN, PlayerManager::revivePlayer);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_EXIT, PlayerManager::exitGame);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_SPECIAL_STATE_SWITCH, PlayerManager::setSpecialSwitchPlayer);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_VEHICLE_ON, PlayerManager::enterPlayerVehicle);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_VEHICLE_OFF, PlayerManager::exitPlayerVehicle);
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}
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void PlayerManager::addPlayer(CNSocket* key, Player plr) {
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@@ -60,10 +65,6 @@ void PlayerManager::removePlayer(CNSocket* key) {
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std::cout << players.size() << " players" << std::endl;
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}
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Player PlayerManager::getPlayer(CNSocket* key) {
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return players[key].plr;
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}
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void PlayerManager::updatePlayerPosition(CNSocket* sock, int X, int Y, int Z) {
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players[sock].plr.x = X;
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players[sock].plr.y = Y;
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@@ -125,7 +126,8 @@ void PlayerManager::updatePlayerPosition(CNSocket* sock, int X, int Y, int Z) {
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newPlayer.PCAppearanceData.iZ = plr.z;
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newPlayer.PCAppearanceData.iAngle = plr.angle;
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newPlayer.PCAppearanceData.PCStyle = plr.PCStyle;
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newPlayer.PCAppearanceData.Nano = plr.Nanos[plr.nano];
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newPlayer.PCAppearanceData.Nano = plr.Nanos[plr.activeNano];
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newPlayer.PCAppearanceData.iPCState = plr.iPCState;
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memcpy(newPlayer.PCAppearanceData.ItemEquip, plr.Equip, sizeof(sItemBase) * AEQUIP_COUNT);
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otherSock->sendPacket((void*)&newPlayer, P_FE2CL_PC_NEW, sizeof(sP_FE2CL_PC_NEW));
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@@ -138,7 +140,8 @@ void PlayerManager::updatePlayerPosition(CNSocket* sock, int X, int Y, int Z) {
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newPlayer.PCAppearanceData.iZ = otherPlr.z;
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newPlayer.PCAppearanceData.iAngle = otherPlr.angle;
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newPlayer.PCAppearanceData.PCStyle = otherPlr.PCStyle;
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newPlayer.PCAppearanceData.Nano = otherPlr.Nanos[otherPlr.nano];
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newPlayer.PCAppearanceData.Nano = otherPlr.Nanos[otherPlr.activeNano];
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newPlayer.PCAppearanceData.iPCState = otherPlr.iPCState;
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memcpy(newPlayer.PCAppearanceData.ItemEquip, otherPlr.Equip, sizeof(sItemBase) * AEQUIP_COUNT);
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sock->sendPacket((void*)&newPlayer, P_FE2CL_PC_NEW, sizeof(sP_FE2CL_PC_NEW));
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@@ -184,7 +187,7 @@ void PlayerManager::enterPlayer(CNSocket* sock, CNPacketData* data) {
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std::cout << "\tPC_UID: " << plr.PCStyle.iPC_UID << std::endl;
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)
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response.iID = rand();
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response.iID = rand();
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response.uiSvrTime = getTime();
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response.PCLoadData2CL.iUserLevel = 1;
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response.PCLoadData2CL.iHP = 3625; //TODO: Check player levelupdata and get this right
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@@ -203,7 +206,7 @@ void PlayerManager::enterPlayer(CNSocket* sock, CNPacketData* data) {
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for (int i = 0; i < AEQUIP_COUNT; i++)
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response.PCLoadData2CL.aEquip[i] = plr.Equip[i];
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for (int i = 0; i < AINVEN_COUNT; i++)
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for (int i = 0; i < AINVEN_COUNT; i++)
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response.PCLoadData2CL.aInven[i] = plr.Inven[i];
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// don't ask..
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@@ -251,7 +254,7 @@ void PlayerManager::loadPlayer(CNSocket* sock, CNPacketData* data) {
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std::cout << "\tPC_ID: " << complete->iPC_ID << std::endl;
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)
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response.iPC_ID = complete->iPC_ID;
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response.iPC_ID = complete->iPC_ID;
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sock->sendPacket((void*)&response, P_FE2CL_REP_PC_LOADING_COMPLETE_SUCC, sizeof(sP_FE2CL_REP_PC_LOADING_COMPLETE_SUCC));
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}
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@@ -518,7 +521,7 @@ void PlayerManager::gotoPlayer(CNSocket* sock, CNPacketData* data) {
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std::cout << "\tZ: " << gotoData->iToZ << std::endl;
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)
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response.iX = gotoData->iToX;
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response.iX = gotoData->iToX;
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response.iY = gotoData->iToY;
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response.iZ = gotoData->iToZ;
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@@ -539,7 +542,7 @@ void PlayerManager::setSpecialPlayer(CNSocket* sock, CNPacketData* data) {
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std::cout << "\tSetValue: " << setData->iSetValue << std::endl;
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)
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response.iPC_ID = setData->iPC_ID;
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response.iPC_ID = setData->iPC_ID;
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response.iSetValue = setData->iSetValue;
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response.iSetValueType = setData->iSetValueType;
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@@ -553,7 +556,7 @@ void PlayerManager::heartbeatPlayer(CNSocket* sock, CNPacketData* data) {
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void PlayerManager::exitGame(CNSocket* sock, CNPacketData* data) {
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if (data->size != sizeof(sP_CL2FE_REQ_PC_EXIT))
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return;
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sP_CL2FE_REQ_PC_EXIT* exitData = (sP_CL2FE_REQ_PC_EXIT*)data->buf;
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INITSTRUCT(sP_FE2CL_REP_PC_EXIT_SUCC, response);
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@@ -563,9 +566,81 @@ void PlayerManager::exitGame(CNSocket* sock, CNPacketData* data) {
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sock->sendPacket((void*)&response, P_FE2CL_REP_PC_EXIT_SUCC, sizeof(sP_FE2CL_REP_PC_EXIT_SUCC));
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}
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void PlayerManager::revivePlayer(CNSocket* sock, CNPacketData* data) {
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if (data->size != sizeof(sP_CL2FE_REQ_PC_REGEN))
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return;
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Player plr = PlayerManager::getPlayer(sock);
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// players respawn at same spot they died at for now...
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sP_CL2FE_REQ_PC_REGEN* reviveData = (sP_CL2FE_REQ_PC_REGEN*)data->buf;
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INITSTRUCT(sP_FE2CL_REP_PC_REGEN_SUCC, response);
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response.bMoveLocation = reviveData->eIL;
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response.PCRegenData.iMapNum = reviveData->iIndex;
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response.PCRegenData.iHP = 1000 * plr.level;
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response.PCRegenData.iX = plr.x;
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response.PCRegenData.iY = plr.y;
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response.PCRegenData.iZ = plr.z;
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sock->sendPacket((void*)&response, P_FE2CL_REP_PC_REGEN_SUCC, sizeof(sP_FE2CL_REP_PC_REGEN_SUCC));
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}
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void PlayerManager::enterPlayerVehicle(CNSocket* sock, CNPacketData* data) {
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sP_CL2FE_REQ_PC_VEHICLE_ON* vehicleData = (sP_CL2FE_REQ_PC_VEHICLE_ON*)data->buf;
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INITSTRUCT(sP_FE2CL_PC_VEHICLE_ON_SUCC, response);
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PlayerView plrv = PlayerManager::players[sock];
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//send to other players
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INITSTRUCT(sP_FE2CL_PC_EQUIP_CHANGE, pkt);
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pkt.EquipSlotItem.iType = 1;
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pkt.iEquipSlotNum = 8;
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for (CNSocket* otherSock : plrv.viewable) {
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otherSock->sendPacket((void*)&pkt, P_FE2CL_PC_EQUIP_CHANGE, sizeof(sP_FE2CL_PC_EQUIP_CHANGE));
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}
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plrv.plr.iPCState = 8;
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updatePlayer(sock, plrv.plr);
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sock->sendPacket((void*)&response, P_FE2CL_PC_VEHICLE_ON_SUCC, sizeof(sP_FE2CL_PC_VEHICLE_ON_SUCC));
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}
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void PlayerManager::exitPlayerVehicle(CNSocket* sock, CNPacketData* data) {
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sP_CL2FE_REQ_PC_VEHICLE_OFF* vehicleData = (sP_CL2FE_REQ_PC_VEHICLE_OFF*)data->buf;
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INITSTRUCT(sP_FE2CL_PC_VEHICLE_OFF_SUCC, response);
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PlayerView plrv = PlayerManager::players[sock];
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//send to other players
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INITSTRUCT(sP_FE2CL_PC_EQUIP_CHANGE, pkt);
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pkt.EquipSlotItem.iType = 1;
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pkt.iEquipSlotNum = 8;
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for (CNSocket* otherSock : plrv.viewable) {
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otherSock->sendPacket((void*)&pkt, P_FE2CL_PC_EQUIP_CHANGE, sizeof(sP_FE2CL_PC_EQUIP_CHANGE));
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}
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plrv.plr.iPCState = 0;
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updatePlayer(sock, plrv.plr);
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sock->sendPacket((void*)&response, P_FE2CL_PC_VEHICLE_OFF_SUCC, sizeof(sP_FE2CL_PC_VEHICLE_OFF_SUCC));
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}
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void PlayerManager::setSpecialSwitchPlayer(CNSocket* sock, CNPacketData* data) {
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sP_CL2FE_REQ_PC_SPECIAL_STATE_SWITCH* specialData = (sP_CL2FE_REQ_PC_SPECIAL_STATE_SWITCH*)data->buf;
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INITSTRUCT(sP_FE2CL_REP_PC_SPECIAL_STATE_SWITCH_SUCC, response);
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response.iPC_ID = specialData->iPC_ID;
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response.iReqSpecialStateFlag = specialData->iSpecialStateFlag;
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sock->sendPacket((void*)&response, P_FE2CL_REP_PC_SPECIAL_STATE_SWITCH_SUCC, sizeof(sP_FE2CL_REP_PC_SPECIAL_STATE_SWITCH_SUCC));
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}
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#pragma region Helper methods
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Player PlayerManager::getPlayer(CNSocket* key) {
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return players[key].plr;
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}
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void PlayerManager::updatePlayer(CNSocket* key, Player plr) {
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PlayerView plrv = players[key];
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plrv.plr = plr;
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players[key] = plrv;
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}
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#pragma endregion
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