Still more enums
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@@ -25,10 +25,12 @@ struct container {
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genericptr_t list;
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};
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#define CONS_OBJ 0
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#define CONS_MON 1
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#define CONS_HERO 2
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#define CONS_TRAP 3
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enum bubble_contains_types {
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CONS_OBJ = 0,
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CONS_MON,
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CONS_HERO,
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CONS_TRAP
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};
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struct bubble {
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xchar x, y; /* coordinates of the upper left corner */
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14
src/dig.c
14
src/dig.c
@@ -16,12 +16,14 @@ STATIC_DCL int FDECL(adj_pit_checks, (coord *, char *));
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STATIC_DCL void FDECL(pit_flow, (struct trap *, SCHAR_P));
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/* Indices returned by dig_typ() */
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#define DIGTYP_UNDIGGABLE 0
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#define DIGTYP_ROCK 1
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#define DIGTYP_STATUE 2
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#define DIGTYP_BOULDER 3
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#define DIGTYP_DOOR 4
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#define DIGTYP_TREE 5
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enum dig_types {
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DIGTYP_UNDIGGABLE = 0,
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DIGTYP_ROCK,
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DIGTYP_STATUE,
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DIGTYP_BOULDER,
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DIGTYP_DOOR,
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DIGTYP_TREE
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};
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STATIC_OVL boolean
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rm_waslit()
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23
src/end.c
23
src/end.c
@@ -1572,23 +1572,28 @@ int status;
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extern const int monstr[];
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static const char *vanqorders[] = {
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enum vanq_order_modes {
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VANQ_MLVL_MNDX = 0,
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VANQ_MSTR_MNDX,
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VANQ_ALPHA_SEP,
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VANQ_ALPHA_MIX,
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VANQ_MCLS_HTOL,
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VANQ_MCLS_LTOH,
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VANQ_COUNT_H_L,
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VANQ_COUNT_L_H,
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NUM_VANQ_ORDER_MODES
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};
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static const char *vanqorders[NUM_VANQ_ORDER_MODES] = {
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"traditional: by monster level, by internal monster index",
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#define VANQ_MLVL_MNDX 0
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"by monster toughness, by internal monster index",
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#define VANQ_MSTR_MNDX 1
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"alphabetically, first unique monsters, then others",
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#define VANQ_ALPHA_SEP 2
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"alphabetically, unique monsters and others intermixed",
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#define VANQ_ALPHA_MIX 3
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"by monster class, high to low level within class",
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#define VANQ_MCLS_HTOL 4
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"by monster class, low to high level within class",
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#define VANQ_MCLS_LTOH 5
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"by count, high to low, by internal index within tied count",
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#define VANQ_COUNT_H_L 6
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"by count, low to high, by internal index within tied count",
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#define VANQ_COUNT_L_H 7
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};
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static int vanq_sortmode = VANQ_MLVL_MNDX;
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48
src/mcastu.c
48
src/mcastu.c
@@ -5,30 +5,34 @@
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#include "hack.h"
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/* monster mage spells */
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#define MGC_PSI_BOLT 0
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#define MGC_CURE_SELF 1
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#define MGC_HASTE_SELF 2
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#define MGC_STUN_YOU 3
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#define MGC_DISAPPEAR 4
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#define MGC_WEAKEN_YOU 5
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#define MGC_DESTRY_ARMR 6
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#define MGC_CURSE_ITEMS 7
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#define MGC_AGGRAVATION 8
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#define MGC_SUMMON_MONS 9
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#define MGC_CLONE_WIZ 10
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#define MGC_DEATH_TOUCH 11
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enum mcast_mage_spells {
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MGC_PSI_BOLT = 0,
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MGC_CURE_SELF,
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MGC_HASTE_SELF,
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MGC_STUN_YOU,
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MGC_DISAPPEAR,
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MGC_WEAKEN_YOU,
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MGC_DESTRY_ARMR,
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MGC_CURSE_ITEMS,
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MGC_AGGRAVATION,
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MGC_SUMMON_MONS,
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MGC_CLONE_WIZ,
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MGC_DEATH_TOUCH
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};
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/* monster cleric spells */
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#define CLC_OPEN_WOUNDS 0
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#define CLC_CURE_SELF 1
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#define CLC_CONFUSE_YOU 2
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#define CLC_PARALYZE 3
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#define CLC_BLIND_YOU 4
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#define CLC_INSECTS 5
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#define CLC_CURSE_ITEMS 6
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#define CLC_LIGHTNING 7
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#define CLC_FIRE_PILLAR 8
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#define CLC_GEYSER 9
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enum mcast_cleric_spells {
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CLC_OPEN_WOUNDS = 0,
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CLC_CURE_SELF,
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CLC_CONFUSE_YOU,
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CLC_PARALYZE,
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CLC_BLIND_YOU,
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CLC_INSECTS,
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CLC_CURSE_ITEMS,
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CLC_LIGHTNING,
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CLC_FIRE_PILLAR,
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CLC_GEYSER
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};
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STATIC_DCL void FDECL(cursetxt, (struct monst *, BOOLEAN_P));
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STATIC_DCL int FDECL(choose_magic_spell, (int));
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@@ -1184,11 +1184,6 @@ fumaroles()
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* other source files, but they are all so nicely encapsulated here.
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*/
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#define CONS_OBJ 0
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#define CONS_MON 1
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#define CONS_HERO 2
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#define CONS_TRAP 3
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static struct bubble *bbubbles, *ebubbles;
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static struct trap *wportal;
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@@ -478,10 +478,10 @@ struct obj *instr;
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pc_speaker(&itmp, "C");
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#endif
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#define PLAY_NORMAL 0
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#define PLAY_STUNNED 1
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#define PLAY_CONFUSED 2
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#define PLAY_HALLU 4
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#define PLAY_NORMAL 0x00
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#define PLAY_STUNNED 0x01
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#define PLAY_CONFUSED 0x02
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#define PLAY_HALLU 0x04
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mode = PLAY_NORMAL;
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if (Stunned)
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mode |= PLAY_STUNNED;
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25
src/spell.c
25
src/spell.c
@@ -1343,26 +1343,31 @@ losespells()
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* are learned, they get inserted into sorted order rather than be
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* appended to the end of the list?
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*/
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static const char *spl_sortchoices[] = {
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enum spl_sort_types {
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SORTBY_LETTER = 0,
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SORTBY_ALPHA,
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SORTBY_LVL_LO,
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SORTBY_LVL_HI,
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SORTBY_SKL_AL,
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SORTBY_SKL_LO,
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SORTBY_SKL_HI,
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SORTBY_CURRENT,
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SORTRETAINORDER,
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NUM_SPELL_SORTBY
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};
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static const char *spl_sortchoices[NUM_SPELL_SORTBY] = {
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"by casting letter",
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#define SORTBY_LETTER 0
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"alphabetically",
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#define SORTBY_ALPHA 1
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"by level, low to high",
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#define SORTBY_LVL_LO 2
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"by level, high to low",
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#define SORTBY_LVL_HI 3
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"by skill group, alphabetized within each group",
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#define SORTBY_SKL_AL 4
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"by skill group, low to high level within group",
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#define SORTBY_SKL_LO 5
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"by skill group, high to low level within group",
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#define SORTBY_SKL_HI 6
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"maintain current ordering",
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#define SORTBY_CURRENT 7
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/* a menu choice rather than a sort choice */
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"reassign casting letters to retain current order",
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#define SORTRETAINORDER 8
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};
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static int spl_sortmode = 0; /* index into spl_sortchoices[] */
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static int *spl_orderindx = 0; /* array of spl_book[] indices */
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