01db8e0615
# Conflicts: # src/Engine/Collision/CollisionSystem.cpp # src/Engine/Core/Transform.cpp # src/Engine/Editor/EditorSystem.cpp # src/Engine/Rendering/AnimationSystem.cpp # src/Engine/Rendering/BoneAttachmentSystem.cpp # src/Game/Systems/CapturePointSystem.cpp # src/Game/Systems/ExplosionEffectSystem.cpp # src/Game/Systems/PlayerMovementSystem.cpp
186 lines
7.0 KiB
C++
186 lines
7.0 KiB
C++
#include "Systems/AmmoPickupSystem.h"
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AmmoPickupSystem::AmmoPickupSystem(SystemParams params)
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: System(params)
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{
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if (IsServer) {
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EVENT_SUBSCRIBE_MEMBER(m_ETriggerTouch, &AmmoPickupSystem::OnTriggerTouch);
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EVENT_SUBSCRIBE_MEMBER(m_ETriggerLeave, &AmmoPickupSystem::OnTriggerLeave);
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}
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if (IsClient) {
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EVENT_SUBSCRIBE_MEMBER(m_EAmmoPickup, &AmmoPickupSystem::OnAmmoPickup);
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}
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}
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void AmmoPickupSystem::Update(double dt)
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{
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if (IsServer) {
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auto it = m_ETriggerTouchVector.begin();
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while (it != m_ETriggerTouchVector.end()) {
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auto& somePickup = *it;
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somePickup.DecreaseThisRespawnTimer -= dt;
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if (somePickup.DecreaseThisRespawnTimer < 0.0) {
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auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/AmmoPickup.xml");
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EntityWrapper ammoPickup = entityFile->MergeInto(m_World);
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//let the world know a pickup has spawned
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Events::PickupSpawned ePickupSpawned;
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ePickupSpawned.Pickup = ammoPickup;
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m_EventBroker->Publish(ePickupSpawned);
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//copy values from the old entity to the new entity
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auto& newAmmoPickupEntity = ammoPickup;
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newAmmoPickupEntity["Transform"]["Position"] = somePickup.Pos;
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newAmmoPickupEntity["AmmoPickup"]["AmmoGain"] = somePickup.AmmoGain;
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newAmmoPickupEntity["AmmoPickup"]["RespawnTimer"] = somePickup.RespawnTimer;
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m_World->SetParent(newAmmoPickupEntity.ID, somePickup.parentID);
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//erase the current element (somePickup)
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it = m_ETriggerTouchVector.erase(it);
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} else {
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it++;
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}
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}
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//still touching m_PickupAtMaximum?
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for (auto& it = m_PickupAtMaximum.begin(); it != m_PickupAtMaximum.end(); ++it) {
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if (!it->player.Valid()) {
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m_PickupAtMaximum.erase(it);
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break;
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}
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if (!DoesPlayerHaveMaxAmmo(it->player)) {
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DoPickup(it->player, it->trigger);
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m_PickupAtMaximum.erase(it);
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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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bool AmmoPickupSystem::DoesPlayerHaveMaxAmmo(EntityWrapper &player) {
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PlayerClass playerClass = DetermineClass(player);
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if (playerClass == PlayerClass::Defender) {
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return !((int)player["DefenderWeapon"]["Ammo"] < (int)player["DefenderWeapon"]["MaxAmmo"]);
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} else if (playerClass == PlayerClass::Sniper) {
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return !((int)player["SniperWeapon"]["Ammo"] < (int)player["SniperWeapon"]["MaxAmmo"]);
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} else if (playerClass == PlayerClass::Assault) {
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return !((int)player["AssaultWeapon"]["Ammo"] < (int)player["AssaultWeapon"]["MaxAmmo"]);
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} else {
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return false;
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}
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}
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void AmmoPickupSystem::SetPlayerAmmo(EntityWrapper &player, int ammoGain) {
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int maxWeaponAmmo = GetPlayerMaxAmmo(player);
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PlayerClass playerClass = DetermineClass(player);
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if (playerClass == PlayerClass::Defender) {
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(Field<int>)player["DefenderWeapon"]["Ammo"] = std::min((int)player["DefenderWeapon"]["Ammo"] + ammoGain, maxWeaponAmmo);
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} else if (playerClass == PlayerClass::Sniper) {
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(Field<int>)player["SniperWeapon"]["Ammo"] = std::min((int)player["SniperWeapon"]["Ammo"] + ammoGain, maxWeaponAmmo);
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} else if (playerClass == PlayerClass::Assault) {
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(Field<int>)player["AssaultWeapon"]["Ammo"] = std::min((int)player["AssaultWeapon"]["Ammo"] + ammoGain, maxWeaponAmmo);
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} else {
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//unknown class - ignore
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}
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}
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int AmmoPickupSystem::GetPlayerMaxAmmo(EntityWrapper &player) {
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PlayerClass playerClass = DetermineClass(player);
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if (playerClass == PlayerClass::Defender) {
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return (int)player["DefenderWeapon"]["MaxAmmo"];
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} else if (playerClass == PlayerClass::Sniper) {
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return (int)player["SniperWeapon"]["MaxAmmo"];
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} else if (playerClass == PlayerClass::Assault) {
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return (int)player["AssaultWeapon"]["MaxAmmo"];
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} else {
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return -1;
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}
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}
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AmmoPickupSystem::PlayerClass AmmoPickupSystem::DetermineClass(EntityWrapper &player)
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{
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//determine the class based on what component the inflictor-player has
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if (m_World->HasComponent(player.ID, "DashAbility")) {
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return PlayerClass::Assault;
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}
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if (m_World->HasComponent(player.ID, "ShieldAbility")) {
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return PlayerClass::Defender;
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}
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if (m_World->HasComponent(player.ID, "SprintAbility")) {
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return PlayerClass::Sniper;
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}
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return PlayerClass::None;
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}
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bool AmmoPickupSystem::OnTriggerTouch(Events::TriggerTouch& e)
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{
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if (!e.Entity.Valid()) {
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return false;
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}
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//TODO: add other weapontypes
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if (DetermineClass(e.Entity) == PlayerClass::None) {
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return false;
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}
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if (!e.Trigger.HasComponent("AmmoPickup")) {
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return false;
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}
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//if at maxammo, save the trigger-touch to a vector since standing inside it will not re-trigger the trigger
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if (DoesPlayerHaveMaxAmmo(e.Entity)) {
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m_PickupAtMaximum.push_back({ e.Entity, e.Trigger });
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return false;
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}
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DoPickup(e.Entity, e.Trigger);
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return true;
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}
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bool AmmoPickupSystem::OnAmmoPickup(Events::AmmoPickup & e)
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{
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if (!e.Player.Valid()) {
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return false;
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}
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//TODO: add other weapontypes
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if (DetermineClass(e.Player) == PlayerClass::None) {
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return false;
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}
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//cant pick up ammopacks if you are already at MaxAmmo
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if (DoesPlayerHaveMaxAmmo(e.Player)) {
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return false;
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}
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SetPlayerAmmo(e.Player, e.AmmoGain);
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return true;
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}
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bool AmmoPickupSystem::OnTriggerLeave(Events::TriggerLeave& e) {
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if (!e.Trigger.HasComponent("AmmoPickup")) {
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return false;
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}
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//triggerleave erases possible m_PickupAtMaximum
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for (auto& it = m_PickupAtMaximum.begin(); it != m_PickupAtMaximum.end(); ++it) {
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if (it->trigger.ID == e.Trigger.ID && it->player.ID == e.Entity.ID) {
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m_PickupAtMaximum.erase(it);
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break;
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}
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}
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return true;
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}
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void AmmoPickupSystem::DoPickup(EntityWrapper &player, EntityWrapper &trigger) {
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//trigger should be valid but if it isnt we just return (to avoid crash)
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if (!trigger.Valid()) {
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return;
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}
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int maxWeaponAmmo = GetPlayerMaxAmmo(player);
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int ammoGiven = 0.01*(double)trigger["AmmoPickup"]["AmmoGain"] * maxWeaponAmmo;
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Events::AmmoPickup ePlayerAmmoPickup;
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ePlayerAmmoPickup.AmmoGain = ammoGiven;
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ePlayerAmmoPickup.Player = player;
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m_EventBroker->Publish(ePlayerAmmoPickup);
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//copy position, ammogain, respawntimer (twice since one of the values will be counted down to 0, the other will be set in the new object)
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//we need to copy all values since each value can be different for each ammoPickup
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m_ETriggerTouchVector.push_back({ (glm::vec3)trigger["Transform"]["Position"], trigger["AmmoPickup"]["AmmoGain"],
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trigger["AmmoPickup"]["RespawnTimer"], trigger["AmmoPickup"]["RespawnTimer"], m_World->GetParent(trigger.ID) });
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//delete the ammopickup
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m_World->DeleteEntity(trigger.ID);
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}
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