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https://github.com/Ottermandias/Glamourer.git
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Some cleanup, use OtterGui.
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parent
a36d1f1935
commit
0fc8992271
40 changed files with 2686 additions and 2792 deletions
43
Glamourer.GameData/Structs/CharacterEquipMask.cs
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43
Glamourer.GameData/Structs/CharacterEquipMask.cs
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using System;
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using Penumbra.GameData.Enums;
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namespace Glamourer.Structs;
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[Flags]
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public enum CharacterEquipMask : ushort
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{
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None = 0,
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MainHand = 0b000000000001,
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OffHand = 0b000000000010,
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Head = 0b000000000100,
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Body = 0b000000001000,
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Hands = 0b000000010000,
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Legs = 0b000000100000,
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Feet = 0b000001000000,
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Ears = 0b000010000000,
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Neck = 0b000100000000,
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Wrists = 0b001000000000,
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RFinger = 0b010000000000,
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LFinger = 0b100000000000,
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All = 0b111111111111,
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}
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public static class CharacterEquipMaskExtensions
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{
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public static bool Fits(this CharacterEquipMask mask, EquipSlot slot)
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=> slot switch
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{
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EquipSlot.Unknown => false,
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EquipSlot.Head => mask.HasFlag(CharacterEquipMask.Head),
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EquipSlot.Body => mask.HasFlag(CharacterEquipMask.Body),
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EquipSlot.Hands => mask.HasFlag(CharacterEquipMask.Hands),
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EquipSlot.Legs => mask.HasFlag(CharacterEquipMask.Legs),
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EquipSlot.Feet => mask.HasFlag(CharacterEquipMask.Feet),
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EquipSlot.Ears => mask.HasFlag(CharacterEquipMask.Ears),
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EquipSlot.Neck => mask.HasFlag(CharacterEquipMask.Neck),
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EquipSlot.Wrists => mask.HasFlag(CharacterEquipMask.Wrists),
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EquipSlot.RFinger => mask.HasFlag(CharacterEquipMask.RFinger),
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EquipSlot.LFinger => mask.HasFlag(CharacterEquipMask.LFinger),
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_ => false,
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};
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}
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54
Glamourer.GameData/Structs/Item.cs
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54
Glamourer.GameData/Structs/Item.cs
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using Penumbra.GameData.Enums;
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using Penumbra.GameData.Structs;
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namespace Glamourer.Structs;
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public readonly struct Item
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{
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private static (SetId id, WeaponType type, ushort variant) ParseModel(EquipSlot slot, ulong data)
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{
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if (slot is EquipSlot.MainHand or EquipSlot.OffHand)
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{
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var id = (SetId)(data & 0xFFFF);
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var type = (WeaponType)((data >> 16) & 0xFFFF);
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var variant = (ushort)((data >> 32) & 0xFFFF);
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return (id, type, variant);
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}
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else
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{
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var id = (SetId)(data & 0xFFFF);
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var variant = (byte)((data >> 16) & 0xFF);
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return (id, new WeaponType(), variant);
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}
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}
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public readonly Lumina.Excel.GeneratedSheets.Item Base;
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public readonly string Name;
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public readonly EquipSlot EquippableTo;
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public (SetId id, WeaponType type, ushort variant) MainModel
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=> ParseModel(EquippableTo, Base.ModelMain);
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public bool HasSubModel
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=> Base.ModelSub != 0;
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public (SetId id, WeaponType type, ushort variant) SubModel
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=> ParseModel(EquippableTo, Base.ModelSub);
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public Item(Lumina.Excel.GeneratedSheets.Item item, string name, EquipSlot slot = EquipSlot.Unknown)
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{
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Base = item;
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Name = name;
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EquippableTo = slot == EquipSlot.Unknown ? ((EquipSlot)item.EquipSlotCategory.Row).ToSlot() : slot;
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}
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public static Item Nothing(EquipSlot slot)
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=> new("Nothing", slot);
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private Item(string name, EquipSlot slot)
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{
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Name = name;
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Base = new Lumina.Excel.GeneratedSheets.Item();
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EquippableTo = slot;
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}
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}
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20
Glamourer.GameData/Structs/Job.cs
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20
Glamourer.GameData/Structs/Job.cs
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using Lumina.Excel.GeneratedSheets;
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namespace Glamourer.Structs;
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public readonly struct Job
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{
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public readonly string Name;
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public readonly string Abbreviation;
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public readonly ClassJob Base;
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public uint Id
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=> Base.RowId;
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public Job(ClassJob job)
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{
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Base = job;
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Name = job.Name.ToString();
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Abbreviation = job.Abbreviation.ToString();
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}
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}
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48
Glamourer.GameData/Structs/JobGroup.cs
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48
Glamourer.GameData/Structs/JobGroup.cs
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using System.Diagnostics;
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using System.Linq;
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using Lumina.Excel;
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using Lumina.Excel.GeneratedSheets;
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namespace Glamourer.Structs;
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public readonly struct JobGroup
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{
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public readonly string Name;
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private readonly ulong _flags;
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public readonly int Count;
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public readonly uint Id;
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public JobGroup(ClassJobCategory group, ExcelSheet<ClassJob> jobs)
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{
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Count = 0;
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_flags = 0ul;
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Id = group.RowId;
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Name = group.Name.ToString();
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Debug.Assert(jobs.RowCount < 64);
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foreach (var job in jobs)
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{
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var abbr = job.Abbreviation.ToString();
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if (!abbr.Any())
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continue;
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var prop = group.GetType().GetProperty(abbr);
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Debug.Assert(prop != null);
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if (!(bool)prop.GetValue(group)!)
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continue;
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++Count;
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_flags |= 1ul << (int)job.RowId;
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}
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}
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public bool Fits(Job job)
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=> Fits(job.Id);
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public bool Fits(uint jobId)
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{
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var flag = 1ul << (int)jobId;
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return (flag & _flags) != 0;
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}
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}
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49
Glamourer.GameData/Structs/Stain.cs
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49
Glamourer.GameData/Structs/Stain.cs
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using Penumbra.GameData.Structs;
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namespace Glamourer.Structs;
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public readonly struct Stain
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{
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public readonly string Name;
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public readonly uint RgbaColor;
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private readonly uint _seColorId;
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public byte R
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=> (byte)(RgbaColor & 0xFF);
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public byte G
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=> (byte)(RgbaColor >> 8 & 0xFF);
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public byte B
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=> (byte)(RgbaColor >> 16 & 0xFF);
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public byte Intensity
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=> (byte)((1 + R + G + B) / 3);
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public uint SeColor
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=> _seColorId & 0x00FFFFFF;
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public StainId RowIndex
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=> (StainId)(_seColorId >> 24);
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public static uint SeColorToRgba(uint color)
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=> (color & 0xFF) << 16 | color >> 16 & 0xFF | color & 0xFF00 | 0xFF000000;
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public Stain(byte index, Lumina.Excel.GeneratedSheets.Stain stain)
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{
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Name = stain.Name.ToString();
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_seColorId = stain.Color | (uint)index << 24;
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RgbaColor = SeColorToRgba(stain.Color);
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}
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public static readonly Stain None = new("None");
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private Stain(string name)
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{
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Name = name;
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_seColorId = 0;
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RgbaColor = 0;
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}
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}
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