Update C sources
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53 changed files with 62247 additions and 9914 deletions
105
raylib/raymath.h
105
raylib/raymath.h
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@ -20,7 +20,7 @@
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*
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* LICENSE: zlib/libpng
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*
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* Copyright (c) 2015-2017 Ramon Santamaria (@raysan5)
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* Copyright (c) 2015-2019 Ramon Santamaria (@raysan5)
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*
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* This software is provided "as-is", without any express or implied warranty. In no event
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* will the authors be held liable for any damages arising from the use of this software.
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@ -56,7 +56,7 @@
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#if defined(RAYMATH_IMPLEMENTATION)
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#if defined(_WIN32) && defined(BUILD_LIBTYPE_SHARED)
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#define RMDEF __declspec(dllexport) extern inline // We are building raylib as a Win32 shared library (.dll).
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#elif defined(_WIN32) && defined(USE_LIBTYPE_SHARED)
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#elif defined(_WIN32) && defined(USE_LIBTYPE_SHARED)
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#define RMDEF __declspec(dllimport) // We are using raylib as a Win32 shared library (.dll)
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#else
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#define RMDEF extern inline // Provide external definition
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@ -113,7 +113,7 @@
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float y;
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float z;
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} Vector3;
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// Quaternion type
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typedef struct Quaternion {
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float x;
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@ -148,7 +148,7 @@ RMDEF float Clamp(float value, float min, float max)
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return res > max ? max : res;
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}
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// Calculate linear interpolation between two vectors
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// Calculate linear interpolation between two floats
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RMDEF float Lerp(float start, float end, float amount)
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{
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return start + amount*(end - start);
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@ -225,8 +225,8 @@ RMDEF Vector2 Vector2Scale(Vector2 v, float scale)
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// Multiply vector by vector
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RMDEF Vector2 Vector2MultiplyV(Vector2 v1, Vector2 v2)
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{
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Vector2 result = { v1.x*v2.x, v1.y*v2.y };
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return result;
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Vector2 result = { v1.x*v2.x, v1.y*v2.y };
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return result;
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}
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// Negate vector
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@ -246,8 +246,8 @@ RMDEF Vector2 Vector2Divide(Vector2 v, float div)
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// Divide vector by vector
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RMDEF Vector2 Vector2DivideV(Vector2 v1, Vector2 v2)
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{
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Vector2 result = { v1.x/v2.x, v1.y/v2.y };
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return result;
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Vector2 result = { v1.x/v2.x, v1.y/v2.y };
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return result;
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}
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// Normalize provided vector
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@ -388,15 +388,15 @@ RMDEF Vector3 Vector3Negate(Vector3 v)
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// Divide vector by a float value
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RMDEF Vector3 Vector3Divide(Vector3 v, float div)
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{
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Vector3 result = { v.x / div, v.y / div, v.z / div };
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return result;
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Vector3 result = { v.x / div, v.y / div, v.z / div };
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return result;
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}
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// Divide vector by vector
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RMDEF Vector3 Vector3DivideV(Vector3 v1, Vector3 v2)
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{
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Vector3 result = { v1.x/v2.x, v1.y/v2.y, v1.z/v2.z };
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return result;
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Vector3 result = { v1.x/v2.x, v1.y/v2.y, v1.z/v2.z };
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return result;
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}
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// Normalize provided vector
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@ -440,7 +440,7 @@ RMDEF Vector3 Vector3Transform(Vector3 v, Matrix mat)
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result.z = mat.m2*x + mat.m6*y + mat.m10*z + mat.m14;
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return result;
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};
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}
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// Transform a vector by quaternion rotation
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RMDEF Vector3 Vector3RotateByQuaternion(Vector3 v, Quaternion q)
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@ -794,6 +794,33 @@ RMDEF Matrix MatrixRotate(Vector3 axis, float angle)
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return result;
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}
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// Returns xyz-rotation matrix (angles in radians)
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RMDEF Matrix MatrixRotateXYZ(Vector3 ang)
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{
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Matrix result = MatrixIdentity();
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float cosz = cosf(-ang.z);
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float sinz = sinf(-ang.z);
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float cosy = cosf(-ang.y);
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float siny = sinf(-ang.y);
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float cosx = cosf(-ang.x);
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float sinx = sinf(-ang.x);
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result.m0 = cosz * cosy;
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result.m4 = (cosz * siny * sinx) - (sinz * cosx);
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result.m8 = (cosz * siny * cosx) + (sinz * sinx);
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result.m1 = sinz * cosy;
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result.m5 = (sinz * siny * sinx) + (cosz * cosx);
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result.m9 = (sinz * siny * cosx) - (cosz * sinx);
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result.m2 = -siny;
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result.m6 = cosy * sinx;
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result.m10= cosy * cosx;
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return result;
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}
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// Returns x-rotation matrix (angle in radians)
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RMDEF Matrix MatrixRotateX(float angle)
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{
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@ -1159,7 +1186,7 @@ RMDEF Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to)
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// Above lines are equivalent to:
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//Quaternion result = QuaternionNlerp(q, QuaternionIdentity(), 0.5f);
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return result;
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return result;
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}
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// Returns a quaternion for a given rotation matrix
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@ -1320,21 +1347,21 @@ RMDEF void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle
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// Returns he quaternion equivalent to Euler angles
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RMDEF Quaternion QuaternionFromEuler(float roll, float pitch, float yaw)
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{
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Quaternion q = { 0 };
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Quaternion q = { 0 };
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float x0 = cosf(roll*0.5f);
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float x1 = sinf(roll*0.5f);
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float y0 = cosf(pitch*0.5f);
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float y1 = sinf(pitch*0.5f);
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float z0 = cosf(yaw*0.5f);
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float z1 = sinf(yaw*0.5f);
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float x0 = cosf(roll*0.5f);
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float x1 = sinf(roll*0.5f);
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float y0 = cosf(pitch*0.5f);
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float y1 = sinf(pitch*0.5f);
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float z0 = cosf(yaw*0.5f);
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float z1 = sinf(yaw*0.5f);
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q.x = x1*y0*z0 - x0*y1*z1;
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q.y = x0*y1*z0 + x1*y0*z1;
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q.z = x0*y0*z1 - x1*y1*z0;
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q.w = x0*y0*z0 + x1*y1*z1;
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q.x = x1*y0*z0 - x0*y1*z1;
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q.y = x0*y1*z0 + x1*y0*z1;
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q.z = x0*y0*z1 - x1*y1*z0;
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q.w = x0*y0*z0 + x1*y1*z1;
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return q;
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return q;
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}
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// Return the Euler angles equivalent to quaternion (roll, pitch, yaw)
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@ -1343,21 +1370,21 @@ RMDEF Vector3 QuaternionToEuler(Quaternion q)
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{
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Vector3 result = { 0 };
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// roll (x-axis rotation)
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float x0 = 2.0f*(q.w*q.x + q.y*q.z);
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float x1 = 1.0f - 2.0f*(q.x*q.x + q.y*q.y);
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result.x = atan2f(x0, x1)*RAD2DEG;
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// roll (x-axis rotation)
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float x0 = 2.0f*(q.w*q.x + q.y*q.z);
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float x1 = 1.0f - 2.0f*(q.x*q.x + q.y*q.y);
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result.x = atan2f(x0, x1)*RAD2DEG;
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// pitch (y-axis rotation)
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float y0 = 2.0f*(q.w*q.y - q.z*q.x);
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y0 = y0 > 1.0f ? 1.0f : y0;
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y0 = y0 < -1.0f ? -1.0f : y0;
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result.y = asinf(y0)*RAD2DEG;
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// pitch (y-axis rotation)
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float y0 = 2.0f*(q.w*q.y - q.z*q.x);
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y0 = y0 > 1.0f ? 1.0f : y0;
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y0 = y0 < -1.0f ? -1.0f : y0;
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result.y = asinf(y0)*RAD2DEG;
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// yaw (z-axis rotation)
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float z0 = 2.0f*(q.w*q.z + q.x*q.y);
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float z1 = 1.0f - 2.0f*(q.y*q.y + q.z*q.z);
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result.z = atan2f(z0, z1)*RAD2DEG;
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// yaw (z-axis rotation)
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float z0 = 2.0f*(q.w*q.z + q.x*q.y);
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float z1 = 1.0f - 2.0f*(q.y*q.y + q.z*q.z);
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result.z = atan2f(z0, z1)*RAD2DEG;
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return result;
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}
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