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192 lines
6.0 KiB
192 lines
6.0 KiB
13 years ago
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# /*==LICENSE==*
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#
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# CyanWorlds.com Engine - MMOG client, server and tools
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# Copyright (C) 2011 Cyan Worlds, Inc.
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#
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# This program is free software: you can redistribute it and/or modify
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# it under the terms of the GNU General Public License as published by
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# the Free Software Foundation, either version 3 of the License, or
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# (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program. If not, see <http://www.gnu.org/licenses/>.
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#
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# Additional permissions under GNU GPL version 3 section 7
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#
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# If you modify this Program, or any covered work, by linking or
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# combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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# NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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# JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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# (or a modified version of those libraries),
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# containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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# PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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# JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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# licensors of this Program grant you additional
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# permission to convey the resulting work. Corresponding Source for a
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# non-source form of such a combination shall include the source code for
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# the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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# work.
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#
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# You can contact Cyan Worlds, Inc. by email legal@cyan.com
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# or by snail mail at:
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# Cyan Worlds, Inc.
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# 14617 N Newport Hwy
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# Mead, WA 99021
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#
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# *==LICENSE==*/
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14 years ago
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#===============================================
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# Changing an SDL record? Be sure to leave the
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# legacy record intact and make changes in
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# a new copy of the record. - eap
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#===============================================
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#
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# Avatar State Description
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# You might want to read these from the bottom of the file up to get the top-down perspective
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#
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#
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# Defines a standard anim stage (used by the genericBrain)
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#
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STATEDESC standardStage
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{
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VERSION 2
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VAR STRING32 name[1]
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VAR SHORT numLoops[1] DEFAULT=0 # -1=loopForever
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VAR BYTE forward[1] DEFAULT=0 # 0=none, 1=kbd, 2=auto
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VAR BYTE backward[1] DEFAULT=0 # 0=none, 1=kbd
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VAR BYTE stageAdvance[1] DEFAULT=0 # 0=none, 1=auto
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VAR BYTE stageRegress[1] DEFAULT=0 # 0=none, 1=auto
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VAR BOOL notifyEnter[1] DEFAULT=false
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VAR BOOL notifyLoop[1] DEFAULT=false
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VAR BOOL notifyStageAdvance[1] DEFAULT=false
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VAR BOOL notifyStageRegress[1] DEFAULT=false
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VAR BOOL useGlobalCoords[1] DEFAULT=false
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VAR FLOAT localTime[1] DEFAULT=0
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VAR FLOAT length[1] DEFAULT=0
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VAR SHORT currentLoop[1] DEFAULT=0
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VAR BOOL isAttached[1] DEFAULT=false
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}
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STATEDESC standardStage
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{
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VERSION 3
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VAR STRING32 name[1]
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VAR SHORT numLoops[1] DEFAULT=0 # -1=loopForever
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VAR BYTE forward[1] DEFAULT=0 # 0=none, 1=kbd, 2=auto
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VAR BYTE backward[1] DEFAULT=0 # 0=none, 1=kbd
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VAR BYTE stageAdvance[1] DEFAULT=0 # 0=none, 1=auto
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VAR BYTE stageRegress[1] DEFAULT=0 # 0=none, 1=auto
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VAR BOOL notifyEnter[1] DEFAULT=false
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VAR BOOL notifyLoop[1] DEFAULT=false
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VAR BOOL notifyStageAdvance[1] DEFAULT=false
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VAR BOOL notifyStageRegress[1] DEFAULT=false
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VAR BOOL useGlobalCoords[1] DEFAULT=false
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VAR FLOAT localTime[1] DEFAULT=0
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VAR SHORT currentLoop[1] DEFAULT=0
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VAR BOOL isAttached[1] DEFAULT=false
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}
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#
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# State for the plAvBrainGeneric
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#
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STATEDESC genericBrain
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{
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VERSION 3
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VAR BOOL noBrain[1] DEFAULT=true # set if not a brain
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VAR $standardStage stages[]
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VAR BYTE currentStage[1] DEFAULT=0
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VAR BOOL freezePhysicalAtEnd[1] DEFAULT=false
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VAR PLKEY callbackRcvr[1]
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VAR BOOL movingForward[1] DEFAULT=true
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VAR BYTE exitFlags[1] DEFAULT=0
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VAR BYTE type[1] # could be byte
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VAR BYTE mode[1] # could be byte
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VAR FLOAT fadeIn[1] DEFAULT=1.0
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VAR FLOAT fadeOut[1] DEFAULT=1.0
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VAR BYTE moveMode[1] # could be byte
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VAR BYTE bodyUsage[1] # could be byte
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}
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#
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# State for the plAvBrainClimb
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#
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STATEDESC climbBrain
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{
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VERSION 1
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VAR INT curMode[1]
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VAR INT nextMode[1]
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VAR INT allowedDirections[1]
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VAR INT allowedDismounts[1]
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VAR FLOAT vertProbeLength[1]
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VAR FLOAT horizProbeLength[1]
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VAR BOOL curStageAttached[1]
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VAR INT curStage[1]
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VAR FLOAT curStageTime[1]
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VAR FLOAT curStageStrength[1]
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VAR BOOL exitStageAttached[1]
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VAR INT exitStage[1]
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VAR FLOAT exitStageTime[1]
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VAR BOOL exitStageStrength[1]
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}
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STATEDESC driveBrain
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{
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VERSION 1
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VAR INT unUsed[1]
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}
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#
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# A pseudo-union structure. It looks like it contains several varying-length
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# arrays, but in reality only one of them has anything in it, and only one
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# brain at that.
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STATEDESC brainUnion
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{
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VERSION 1
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VAR $genericBrain fGenericBrain[]
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VAR $climbBrain fClimbBrain[]
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VAR $driveBrain fDriveBrain[]
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}
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#
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# The base block contains state for the plAvBrainHuman (which all avatars must have)
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# and a variable-length state of brains of varying type.
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#
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STATEDESC avatar
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{
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VERSION 5
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VAR $brainUnion brainStack[]
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VAR BYTE invisibilityLevel[1] DEFAULT=0 # 0 means visible, >0 is CCR level of invisibility
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}
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STATEDESC avatar
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{
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VERSION 6
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VAR $brainUnion brainStack[]
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VAR BYTE invisibilityLevel[1] DEFAULT=0 # 0 means visible, >0 is CCR level of invisibility
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VAR POINT3 position[1] DEFAULT=(0,0,0)
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VAR FLOAT rotation[1] DEFAULT=0.0
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VAR PLKEY subworld[1]
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}
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STATEDESC avatar
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{
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VERSION 7
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VAR $brainUnion brainStack[]
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VAR BYTE invisibilityLevel[1] DEFAULT=0 # 0 means visible, >0 is CCR level of invisibility
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}
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STATEDESC avatarPhysical
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{
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VERSION 1
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VAR POINT3 position[1] DEFAULT=(0,0,0)
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VAR FLOAT rotation[1] DEFAULT=0.0
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VAR PLKEY subworld[1]
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}
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