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249
Scripts/Items/Containers/BaseTreasureChest.cs
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249
Scripts/Items/Containers/BaseTreasureChest.cs
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using Server;
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using Server.Items;
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using Server.Network;
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using System;
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using System.Collections;
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namespace Server.Items
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{
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public class BaseTreasureChest : LockableContainer
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{
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private TreasureLevel m_TreasureLevel;
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private short m_MaxSpawnTime = 60;
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private short m_MinSpawnTime = 10;
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private TreasureResetTimer m_ResetTimer;
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[CommandProperty( AccessLevel.GameMaster )]
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public TreasureLevel Level
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{
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get
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{
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return m_TreasureLevel;
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}
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set
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{
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m_TreasureLevel = value;
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}
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}
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[CommandProperty( AccessLevel.GameMaster )]
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public short MaxSpawnTime
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{
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get
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{
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return m_MaxSpawnTime;
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}
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set
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{
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m_MaxSpawnTime = value;
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}
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}
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[CommandProperty( AccessLevel.GameMaster )]
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public short MinSpawnTime
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{
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get
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{
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return m_MinSpawnTime;
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}
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set
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{
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m_MinSpawnTime = value;
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}
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}
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public override bool IsDecoContainer
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{
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get{ return false; }
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}
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public BaseTreasureChest( int itemID ) : this( itemID, TreasureLevel.Level2 )
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{
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}
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public BaseTreasureChest( int itemID, TreasureLevel level ) : base( itemID )
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{
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m_TreasureLevel = level;
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Locked = true;
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Movable = false;
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SetLockLevel();
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GenerateTreasure();
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}
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public BaseTreasureChest( Serial serial ) : base( serial )
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{
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}
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public override string DefaultName
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{
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get
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{
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if ( this.Locked )
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return "a locked treasure chest";
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return "a treasure chest";
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}
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}
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public override void Serialize( GenericWriter writer )
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{
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base.Serialize( writer );
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writer.Write( (int) 0 );
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writer.Write( (byte) m_TreasureLevel );
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writer.Write( m_MinSpawnTime );
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writer.Write( m_MaxSpawnTime );
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}
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public override void Deserialize( GenericReader reader )
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{
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base.Deserialize( reader );
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int version = reader.ReadInt();
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m_TreasureLevel = (TreasureLevel)reader.ReadByte();
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m_MinSpawnTime = reader.ReadShort();
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m_MaxSpawnTime = reader.ReadShort();
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if( !Locked )
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StartResetTimer();
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}
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protected virtual void SetLockLevel()
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{
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switch( m_TreasureLevel )
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{
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case TreasureLevel.Level1:
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this.RequiredSkill = this.LockLevel = 5;
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break;
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case TreasureLevel.Level2:
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this.RequiredSkill = this.LockLevel = 20;
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break;
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case TreasureLevel.Level3:
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this.RequiredSkill = this.LockLevel = 50;
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break;
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case TreasureLevel.Level4:
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this.RequiredSkill = this.LockLevel = 70;
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break;
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case TreasureLevel.Level5:
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this.RequiredSkill = this.LockLevel = 90;
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break;
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case TreasureLevel.Level6:
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this.RequiredSkill = this.LockLevel = 100;
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break;
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}
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}
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private void StartResetTimer()
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{
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if( m_ResetTimer == null )
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m_ResetTimer = new TreasureResetTimer( this );
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else
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m_ResetTimer.Delay = TimeSpan.FromMinutes( Utility.Random( m_MinSpawnTime, m_MaxSpawnTime ));
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m_ResetTimer.Start();
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}
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protected virtual void GenerateTreasure()
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{
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int MinGold = 1;
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int MaxGold = 2;
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switch( m_TreasureLevel )
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{
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case TreasureLevel.Level1:
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MinGold = 100;
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MaxGold = 300;
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break;
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case TreasureLevel.Level2:
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MinGold = 300;
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MaxGold = 600;
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break;
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case TreasureLevel.Level3:
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MinGold = 600;
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MaxGold = 900;
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break;
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case TreasureLevel.Level4:
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MinGold = 900;
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MaxGold = 1200;
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break;
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case TreasureLevel.Level5:
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MinGold = 1200;
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MaxGold = 5000;
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break;
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case TreasureLevel.Level6:
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MinGold = 5000;
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MaxGold = 9000;
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break;
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}
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DropItem( new Gold( MinGold, MaxGold ) );
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}
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public override void LockPick( Mobile from )
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{
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base.LockPick( from );
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StartResetTimer();
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}
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public void ClearContents()
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{
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for ( int i = Items.Count - 1; i >= 0; --i )
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{
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if ( i < Items.Count )
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Items[i].Delete();
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}
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}
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public void Reset()
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{
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if( m_ResetTimer != null )
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{
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if( m_ResetTimer.Running )
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m_ResetTimer.Stop();
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}
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Locked = true;
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ClearContents();
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GenerateTreasure();
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}
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public enum TreasureLevel
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{
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Level1,
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Level2,
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Level3,
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Level4,
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Level5,
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Level6,
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};
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private class TreasureResetTimer : Timer
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{
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private BaseTreasureChest m_Chest;
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public TreasureResetTimer( BaseTreasureChest chest ) : base ( TimeSpan.FromMinutes( Utility.Random( chest.MinSpawnTime, chest.MaxSpawnTime ) ) )
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{
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m_Chest = chest;
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Priority = TimerPriority.OneMinute;
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}
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protected override void OnTick()
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{
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m_Chest.Reset();
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}
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}
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}
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}
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