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饥荒 全人物解锁及主角自动回血等实用修改教程

2015-01-21 11:28:46 来源:互联网 作者:易宁 我要投稿

第347页:临时工市场

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二九七.临时工市场(用噩梦花瓣种临时工市场,雇临时工帮你采摘、收获、砍树、开矿)

  用记事本打开游戏目录\data\DLC0001\scripts\prefabs\petals_evil.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容:

  local function createworker(inst)

  local pt = inst:GetPosition()

  local shopsign = SpawnPrefab("petals_evil")

  shopsign.Transform:SetPosition(pt.x, pt.y, pt.z)

  shopsign.AnimState:SetBank("sign_home")

  shopsign.AnimState:SetBuild("sign_home")

  shopsign.AnimState:PlayAnimation("idle")

  shopsign.Transform:SetScale(2, 2, 2)

  shopsign:AddTag("shopsign")

  shopsign:RemoveComponent("stackable")

  shopsign:RemoveComponent("tradable")

  shopsign:RemoveComponent("fuel")

  shopsign:RemoveComponent("inventoryitem")

  shopsign:RemoveComponent("edible")

  shopsign:RemoveComponent("perishable")

  shopsign:RemoveComponent("burnable")

  shopsign:RemoveComponent("propagator")

  shopsign:RemoveComponent("deployable")

  MakeLargeBurnable(shopsign)

  MakeLargePropagator(shopsign)

  local light = shopsign.entity:AddLight()

  light:SetFalloff(1)

  light:SetIntensity(.8)

  light:SetRadius(5)

  light:SetColour(180/255, 195/255, 50/255)

  light:Enable(true)

  shopsign:DoPeriodicTask(6, function(shopsign)

  shopsign.AnimState:SetBloomEffectHandle("shaders/anim.ksh")

  shopsign:DoTaskInTime(3, function() shopsign.AnimState:SetBloomEffectHandle("") end )

  end )

  shopsign.components.inspectable.getstatus = function(shopsign)

  local pos = Vector3(shopsign.Transform:GetWorldPosition())

  local ents = TheSim:FindEntities(pos.x,pos.y,pos.z, 3000)

  for k,v in pairs(ents) do

  if v:HasTag("workerman") then

  v:Remove()

  end

  end

  local names = {"wilson","wendy","wes","wickerbottom","willow","wolfgang","wx78"}

  local worker1 = SpawnPrefab("petals_evil")

  worker1.Transform:SetPosition(pt.x+1+3, 0, pt.z+1-3)

  worker1.AnimState:SetBank("wilson")

  worker1.buildname = names[math.random(#names)]

  worker1.AnimState:SetBuild(worker1.buildname)

  worker1.Transform:SetFourFaced()

  worker1.AnimState:OverrideSymbol("swap_hat", "hat_bee", "swap_hat")

  worker1.AnimState:Show("HAT")

  worker1.AnimState:Show("HAT_HAIR")

  worker1.AnimState:Hide("HAIR_NOHAT")

  worker1.AnimState:Hide("HAIR")

  worker1.AnimState:Show("ARM_normal")

  worker1.AnimState:Hide("ARM_carry")

  worker1.AnimState:PlayAnimation("idle")

  local minimap = worker1.entity:AddMiniMapEntity()

  minimap:SetIcon( "mushroom_tree_med.png" )

  local sound = worker1.entity:AddSoundEmitter()

  local shadow = worker1.entity:AddDynamicShadow()

  MakeCharacterPhysics(worker1, 75, .5)

  shadow:SetSize( 1.3, .6 )

  worker1:AddComponent("health")

  worker1.components.health:SetMaxHealth(1000)

  worker1.components.health:SetInvincible(true)

  worker1.components.health.nofadeout = true

  worker1:AddComponent("combat")

  worker1:AddComponent("follower")

  worker1:AddComponent("knownlocations")

  worker1:AddComponent("locomotor")

  worker1.components.locomotor.walkspeed = 5

  worker1.components.locomotor.runspeed = 12

  worker1:SetStateGraph("SGshadowwaxwell")

  worker1:RemoveComponent("stackable")

  worker1:RemoveComponent("tradable")

  worker1:RemoveComponent("fuel")

  worker1:RemoveComponent("inventoryitem")

  worker1:RemoveComponent("edible")

  worker1:RemoveComponent("perishable")

  worker1:RemoveComponent("burnable")

  worker1:RemoveComponent("propagator")

  worker1:RemoveComponent("deployable")

  MakeLargeBurnable(worker1)

  MakeLargePropagator(worker1)

  worker1:AddTag("workerman")

  worker1:AddComponent("trader")

  worker1.components.trader:SetAcceptTest(function(worker1, item)

  if GetPlayer().components.inventory:Has("goldnugget", 20) then

  if item.prefab == "goldnugget" then

  return true

  end

  end

  return false

  end )

  worker1.components.trader.onaccept = function(worker1, giver, item)

  worker1:AddTag("myworker")

  worker1:RemoveTag("workerman")

  worker1:RemoveComponent("burnable")

  worker1:RemoveComponent("propagator")

  GetPlayer().components.inventory:ConsumeByName("goldnugget", 19)

  worker1.task1 = worker1:DoPeriodicTask(0.5, function(worker1)

  local target = FindEntity(worker1, 10, function(guy)

  return guy.components.pickable and guy.components.pickable:CanBePicked() and guy.prefab ~= "flower" and guy.prefab ~= "red_mushroom" and guy.prefab ~= "green_mushroom" and guy.prefab ~= "blue_mushroom" and guy.prefab ~= "flint"

  end )

  if target then

  worker1.components.locomotor:Stop()

  worker1:SetBrain(nil)

  worker1.components.follower:SetLeader(nil)

  local pt1 = target:GetPosition()

  worker1.components.locomotor:GoToPoint(pt1)

  worker1.task2 = worker1:DoPeriodicTask(.25, function(worker1)

  local target2 = FindEntity(worker1, 0.8, function(guy)

  return guy.components.pickable and guy.components.pickable:CanBePicked() and guy.prefab ~= "flower" and guy.prefab ~= "red_mushroom" and guy.prefab ~= "green_mushroom" and guy.prefab ~= "blue_mushroom" and guy.prefab ~= "flint"

  end )

  if target2 then

  worker1.AnimState:PlayAnimation("pickup")

  target2.components.pickable:Pick(GetPlayer())

  end

  end )

  else

  worker1.components.follower:SetLeader(GetPlayer())

  local brain = require "brains/chesterbrain"

  worker1:SetBrain(brain)

  worker1:RestartBrain()

  if worker1.task2 then worker1.task2:Cancel() worker1.task2 = nil end

  end

  end )

  end

  worker1:ListenForEvent( "nighttime", function() worker1:Remove() end, GetWorld())

  local worker2 = SpawnPrefab("petals_evil")

  worker2.Transform:SetPosition(pt.x+1+1, 0, pt.z+1-1)

  worker2.AnimState:SetBank("wilson")

  worker2.buildname = names[math.random(#names)]

  worker2.AnimState:SetBuild(worker2.buildname)

  worker2.Transform:SetFourFaced()

  worker2.AnimState:OverrideSymbol("swap_hat", "hat_straw", "swap_hat")

  worker2.AnimState:Show("HAT")

  worker2.AnimState:Show("HAT_HAIR")

  worker2.AnimState:Hide("HAIR_NOHAT")

  worker2.AnimState:Hide("HAIR")

  worker2.AnimState:Show("ARM_normal")

  worker2.AnimState:Hide("ARM_carry")

  worker2.AnimState:PlayAnimation("idle")

  local minimap = worker2.entity:AddMiniMapEntity()

  minimap:SetIcon( "mushroom_tree_med.png" )

  local sound = worker2.entity:AddSoundEmitter()

  local shadow = worker2.entity:AddDynamicShadow()

  MakeCharacterPhysics(worker2, 75, .5)

  shadow:SetSize( 1.3, .6 )

  worker2:AddComponent("health")

  worker2.components.health:SetMaxHealth(1000)

  worker2.components.health:SetInvincible(true)

  worker2.components.health.nofadeout = true

  worker2:AddComponent("combat")

  worker2:AddComponent("follower")

  worker2:AddComponent("knownlocations")

  worker2:AddComponent("locomotor")

  worker2.components.locomotor.walkspeed = 5

  worker2.components.locomotor.runspeed = 12

  worker2:SetStateGraph("SGshadowwaxwell")

  worker2:RemoveComponent("stackable")

  worker2:RemoveComponent("tradable")

  worker2:RemoveComponent("fuel")

  worker2:RemoveComponent("inventoryitem")

  worker2:RemoveComponent("edible")

  worker2:RemoveComponent("perishable")

  worker2:RemoveComponent("burnable")

  worker2:RemoveComponent("propagator")

  worker2:RemoveComponent("deployable")

  MakeLargeBurnable(worker2)

  MakeLargePropagator(worker2)

  worker2:AddTag("workerman")

  worker2:AddComponent("trader")

  worker2.components.trader:SetAcceptTest(function(worker2, item)

  if GetPlayer().components.inventory:Has("goldnugget", 20) then

  if item.prefab == "goldnugget" then

  return true

  end

  end

  return false

  end )

  worker2.components.trader.onaccept = function(worker2, giver, item)

  worker2:AddTag("myworker")

  worker2:RemoveTag("workerman")

  worker2:RemoveComponent("burnable")

  worker2:RemoveComponent("propagator")

  GetPlayer().components.inventory:ConsumeByName("goldnugget", 19)

  worker2.task1 = worker2:DoPeriodicTask(0.5, function(worker2)

  local target = FindEntity(worker2, 10, function(guy)

  return guy.components.crop and guy.components.crop.matured

  end )

  if target then

  worker2.components.locomotor:Stop()

  worker2:SetBrain(nil)

  worker2.components.follower:SetLeader(nil)

  local pt1 = target:GetPosition()

  worker2.components.locomotor:GoToPoint(pt1)

  worker2.task2 = worker2:DoPeriodicTask(.25, function(worker2)

  local target2 = FindEntity(worker2, 0.8, function(guy)

  return guy.components.crop and guy.components.crop.matured

  end )

  if target2 then

  worker2.AnimState:PlayAnimation("pickup")

  target2.components.crop:Harvest(GetPlayer())

  end

  local target3 = FindEntity(worker2, 0.8, function(guy)

  return guy.components.grower and guy.components.grower:IsEmpty()

  end )

  if target3 then

  target3.components.grower.cycles_left = target3.components.grower.max_cycles_left

  end

  end )

  else

  worker2.components.follower:SetLeader(GetPlayer())

  local brain = require "brains/chesterbrain"

  worker2:SetBrain(brain)

  worker2:RestartBrain()

  if worker2.task2 then worker2.task2:Cancel() worker2.task2 = nil end

  if worker2.task3 then worker2.task3:Cancel() worker2.task3 = nil end

  end

  end )

  end

  worker2:ListenForEvent( "nighttime", function() worker2:Remove() end, GetWorld())

  local worker3 = SpawnPrefab("petals_evil")

  worker3.Transform:SetPosition(pt.x+1-1, 0, pt.z+1+1)

  worker3.AnimState:SetBank("wilson")

  worker3.buildname = names[math.random(#names)]

  worker3.AnimState:SetBuild(worker3.buildname)

  worker3.Transform:SetFourFaced()

  worker3.AnimState:OverrideSymbol("swap_object", "swap_axe", "swap_axe")

  worker3.AnimState:Show("ARM_carry")

  worker3.AnimState:Hide("ARM_normal")

  worker3.AnimState:PlayAnimation("idle")

  local minimap = worker3.entity:AddMiniMapEntity()

  minimap:SetIcon( "mushroom_tree_med.png" )

  local sound = worker3.entity:AddSoundEmitter()

  local shadow = worker3.entity:AddDynamicShadow()

  MakeCharacterPhysics(worker3, 75, .5)

  shadow:SetSize( 1.3, .6 )

  worker3:AddComponent("health")

  worker3.components.health:SetMaxHealth(1000)

  worker3.components.health:SetInvincible(true)

  worker3.components.health.nofadeout = true

  worker3:AddComponent("combat")

  worker3:AddComponent("follower")

  worker3:AddComponent("knownlocations")

  worker3:AddComponent("locomotor")

  worker3.components.locomotor.walkspeed = 5

  worker3.components.locomotor.runspeed = 12

  worker3:SetStateGraph("SGshadowwaxwell")

  worker3:RemoveComponent("stackable")

  worker3:RemoveComponent("tradable")

  worker3:RemoveComponent("fuel")

  worker3:RemoveComponent("inventoryitem")

  worker3:RemoveComponent("edible")

  worker3:RemoveComponent("perishable")

  worker3:RemoveComponent("burnable")

  worker3:RemoveComponent("propagator")

  worker3:RemoveComponent("deployable")

  MakeLargeBurnable(worker3)

  MakeLargePropagator(worker3)

  worker3:AddTag("workerman")

  worker3:AddComponent("trader")

  worker3.components.trader:SetAcceptTest(function(worker3, item)

  if GetPlayer().components.inventory:Has("goldnugget", 20) then

  if item.prefab == "goldnugget" then

  return true

  end

  end

  return false

  end )

  worker3.components.trader.onaccept = function(worker3, giver, item)

  worker3:AddTag("myworker")

  worker3:RemoveTag("workerman")

  worker3:RemoveComponent("burnable")

  worker3:RemoveComponent("propagator")

  GetPlayer().components.inventory:ConsumeByName("goldnugget", 19)

  worker3.task1 = worker3:DoPeriodicTask(0.5, function(worker3)

  local target = FindEntity(worker3, 15, function(guy)

  return guy:HasTag("tree") and guy.components.workable and guy.components.workable.workleft > 0

  end )

  if target then

  worker3.components.locomotor:Stop()

  worker3:SetBrain(nil)

  worker3.components.follower:SetLeader(nil)

  local pt1 = target:GetPosition()

  worker3.components.locomotor:GoToPoint(pt1)

  worker3.task2 = worker3:DoPeriodicTask(.25, function(worker3)

  local target2 = FindEntity(worker3, 2, function(guy)

  return guy:HasTag("tree") and guy.components.workable and guy.components.workable.workleft > 0

  end )

  if target2 then

  worker3.AnimState:PlayAnimation("pickup")

  target2.components.workable:Destroy(worker3)

  end

  end )

  else

  worker3.components.follower:SetLeader(GetPlayer())

  local brain = require "brains/chesterbrain"

  worker3:SetBrain(brain)

  worker3:RestartBrain()

  if worker3.task2 then worker3.task2:Cancel() worker3.task2 = nil end

  end

  end )

  end

  worker3:ListenForEvent( "nighttime", function() worker3:Remove() end, GetWorld())

  local worker4 = SpawnPrefab("petals_evil")

  worker4.Transform:SetPosition(pt.x+1-3, 0, pt.z+1+3)

  worker4.AnimState:SetBank("wilson")

  worker4.buildname = names[math.random(#names)]

  worker4.AnimState:SetBuild(worker4.buildname)

  worker4.Transform:SetFourFaced()

  worker4.AnimState:OverrideSymbol("swap_hat", "hat_miner", "swap_hat")

  worker4.AnimState:Show("HAT")

  worker4.AnimState:Show("HAT_HAIR")

  worker4.AnimState:Hide("HAIR_NOHAT")

  worker4.AnimState:Hide("HAIR")

  worker4.AnimState:OverrideSymbol("swap_object", "swap_pickaxe", "swap_pickaxe")

  worker4.AnimState:Show("ARM_carry")

  worker4.AnimState:Hide("ARM_normal")

  worker4.AnimState:PlayAnimation("idle")

  local minimap = worker4.entity:AddMiniMapEntity()

  minimap:SetIcon( "mushroom_tree_med.png" )

  local sound = worker4.entity:AddSoundEmitter()

  local shadow = worker4.entity:AddDynamicShadow()

  MakeCharacterPhysics(worker4, 75, .5)

  shadow:SetSize( 1.3, .6 )

  worker4:AddComponent("health")

  worker4.components.health:SetMaxHealth(1000)

  worker4.components.health:SetInvincible(true)

  worker4.components.health.nofadeout = true

  worker4:AddComponent("combat")

  worker4:AddComponent("follower")

  worker4:AddComponent("knownlocations")

  worker4:AddComponent("locomotor")

  worker4.components.locomotor.walkspeed = 5

  worker4.components.locomotor.runspeed = 12

  worker4:SetStateGraph("SGshadowwaxwell")

  worker4:RemoveComponent("stackable")

  worker4:RemoveComponent("tradable")

  worker4:RemoveComponent("fuel")

  worker4:RemoveComponent("inventoryitem")

  worker4:RemoveComponent("edible")

  worker4:RemoveComponent("perishable")

  worker4:RemoveComponent("burnable")

  worker4:RemoveComponent("propagator")

  worker4:RemoveComponent("deployable")

  MakeLargeBurnable(worker4)

  MakeLargePropagator(worker4)

  worker4:AddTag("workerman")

  worker4:AddComponent("trader")

  worker4.components.trader:SetAcceptTest(function(worker4, item)

  if GetPlayer().components.inventory:Has("goldnugget", 20) then

  if item.prefab == "goldnugget" then

  return true

  end

  end

  return false

  end )

  worker4.components.trader.onaccept = function(worker4, giver, item)

  worker4:AddTag("myworker")

  worker4:RemoveTag("workerman")

  worker4:RemoveComponent("burnable")

  worker4:RemoveComponent("propagator")

  GetPlayer().components.inventory:ConsumeByName("goldnugget", 19)

  worker4.task1 = worker4:DoPeriodicTask(0.5, function(worker4)

  local target = FindEntity(worker4, 15, function(guy)

  return guy.prefab == "rock1" or guy.prefab == "rock2" or guy.prefab == "rock_flintless" or guy.prefab == "rock_flintless_med" or guy.prefab == "rock_flintless_low" or guy.prefab == "rock_ice"

  end )

  if target then

  worker4.components.locomotor:Stop()

  worker4:SetBrain(nil)

  worker4.components.follower:SetLeader(nil)

  local pt1 = target:GetPosition()

  worker4.components.locomotor:GoToPoint(pt1)

  worker4.task2 = worker4:DoPeriodicTask(.25, function(worker4)

  local target2 = FindEntity(worker4, 2, function(guy)

  return guy.prefab == "rock1" or guy.prefab == "rock2" or guy.prefab == "rock_flintless" or guy.prefab == "rock_flintless_med" or guy.prefab == "rock_flintless_low" or guy.prefab == "rock_ice"

  end )

  if target2 then

  worker4.AnimState:PlayAnimation("pickup")

  target2.components.workable:Destroy(worker4)

  end

  end )

  else

  worker4.components.follower:SetLeader(GetPlayer())

  local brain = require "brains/chesterbrain"

  worker4:SetBrain(brain)

  worker4:RestartBrain()

  if worker4.task2 then worker4.task2:Cancel() worker4.task2 = nil end

  end

  end )

  end

  worker4:ListenForEvent( "nighttime", function() worker4:Remove() end, GetWorld())

  end

  local shopsign1 = SpawnPrefab("petals_evil")

  shopsign1.Transform:SetPosition(pt.x+2+3, 0, pt.z+2-3)

  shopsign1.AnimState:SetBank("sign_home")

  shopsign1.AnimState:SetBuild("sign_home")

  shopsign1.AnimState:PlayAnimation("idle")

  shopsign1.Transform:SetScale(0.5, 0.5, 0.5)

  shopsign1:RemoveComponent("stackable")

  shopsign1:RemoveComponent("tradable")

  shopsign1:RemoveComponent("fuel")

  shopsign1:RemoveComponent("inventoryitem")

  shopsign1:RemoveComponent("edible")

  shopsign1:RemoveComponent("perishable")

  shopsign1:RemoveComponent("burnable")

  shopsign1:RemoveComponent("propagator")

  shopsign1:RemoveComponent("deployable")

  MakeLargeBurnable(shopsign1)

  MakeLargePropagator(shopsign1)

  shopsign1:AddTag("goodbye")

  local shopsign2 = SpawnPrefab("petals_evil")

  shopsign2.Transform:SetPosition(pt.x+2+1, 0, pt.z+2-1)

  shopsign2.AnimState:SetBank("sign_home")

  shopsign2.AnimState:SetBuild("sign_home")

  shopsign2.AnimState:PlayAnimation("idle")

  shopsign2.Transform:SetScale(0.5, 0.5, 0.5)

  shopsign2:RemoveComponent("stackable")

  shopsign2:RemoveComponent("tradable")

  shopsign2:RemoveComponent("fuel")

  shopsign2:RemoveComponent("inventoryitem")

  shopsign2:RemoveComponent("edible")

  shopsign2:RemoveComponent("perishable")

  shopsign2:RemoveComponent("burnable")

  shopsign2:RemoveComponent("propagator")

  shopsign2:RemoveComponent("deployable")

  MakeLargeBurnable(shopsign2)

  MakeLargePropagator(shopsign2)

  shopsign2:AddTag("goodbye")

  local shopsign3 = SpawnPrefab("petals_evil")

  shopsign3.Transform:SetPosition(pt.x+2-1, 0, pt.z+2+1)

  shopsign3.AnimState:SetBank("sign_home")

  shopsign3.AnimState:SetBuild("sign_home")

  shopsign3.AnimState:PlayAnimation("idle")

  shopsign3.Transform:SetScale(0.5, 0.5, 0.5)

  shopsign3:RemoveComponent("stackable")

  shopsign3:RemoveComponent("tradable")

  shopsign3:RemoveComponent("fuel")

  shopsign3:RemoveComponent("inventoryitem")

  shopsign3:RemoveComponent("edible")

  shopsign3:RemoveComponent("perishable")

  shopsign3:RemoveComponent("burnable")

  shopsign3:RemoveComponent("propagator")

  shopsign3:RemoveComponent("deployable")

  MakeLargeBurnable(shopsign3)

  MakeLargePropagator(shopsign3)

  shopsign3:AddTag("goodbye")

  local shopsign4 = SpawnPrefab("petals_evil")

  shopsign4.Transform:SetPosition(pt.x+2-3, 0, pt.z+2+3)

  shopsign4.AnimState:SetBank("sign_home")

  shopsign4.AnimState:SetBuild("sign_home")

  shopsign4.AnimState:PlayAnimation("idle")

  shopsign4.Transform:SetScale(0.5, 0.5, 0.5)

  shopsign4:RemoveComponent("stackable")

  shopsign4:RemoveComponent("tradable")

  shopsign4:RemoveComponent("fuel")

  shopsign4:RemoveComponent("inventoryitem")

  shopsign4:RemoveComponent("edible")

  shopsign4:RemoveComponent("perishable")

  shopsign4:RemoveComponent("burnable")

  shopsign4:RemoveComponent("propagator")

  shopsign4:RemoveComponent("deployable")

  MakeLargeBurnable(shopsign4)

  MakeLargePropagator(shopsign4)

  shopsign4:AddTag("goodbye")

  end

  local function OnDeploy (inst, pt)

  createworker(inst)

  inst.components.stackable:Get():Remove()

  end

  inst:AddComponent("deployable")

  inst.components.deployable.ondeploy = OnDeploy

  local function onsave(inst, data)

  if inst:HasTag("shopsign") then

  data.shopsign = true

  end

  if inst:HasTag("workerman") then

  data.workerman = true

  end

  if inst:HasTag("myworker") then

  data.myworker = true

  end

  if inst:HasTag("goodbye") then

  data.goodbye = true

  end

  end

  local function onload(inst, data)

  if data and data.shopsign then

  createworker(inst)

  inst:Remove()

  end

  if data and data.workerman then

  inst:Remove()

  end

  if data and data.myworker then

  inst:Remove()

  end

  if data and data.goodbye then

  inst:Remove()

  end

  end

  inst.OnSave = onsave

  inst.OnLoad = onload

  即可用噩梦花瓣种临时工市场(拿着1个噩梦花瓣对地面点鼠标右键,如果拿着多个噩梦花瓣,则不会种出来),鼠标左键点击大招牌,会有4种临时工来应聘,从左到右分别是采摘工(采摘植物)、农民(收获农田并施肥)、伐木工(砍树)、矿工(开矿),想雇佣什么工种,就拿着黄金对他点鼠标左键,每人每天20个黄金。再次点大招牌,可以换不同的应聘人员供你选择。雇佣临时工后,他会跟随你,把他带到工作场所,会自动开始干活,干完后继续跟随。可打开小地图查询临时工的位置,显示为红色蘑菇树的图标。临时工会在每天黑夜来临时下班,想让你花费的工资更值得,就尽可能早点雇佣他们。如果想提早解雇临时工,就存档退出再读档,他们就被遣散了。不想要临时工市场时,烧掉即可

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