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		<title>World editors.</title>
		<link>http://www.allegro.cc/forums/view/599125</link>
		<description>Allegro.cc Forum Thread</description>
		<webMaster>matthew@allegro.cc (Matthew Leverton)</webMaster>
		<lastBuildDate>Thu, 05 Feb 2009 15:57:46 +0000</lastBuildDate>
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		<description><![CDATA[<div class="mockup v2"><p>Whenever I read about professional games and how they make them. It sounds like most of the programming being done is designing classes, and coding the software that builds a world editor of sorts that makes the game.<br />Something that you could place tiles, objects, enemies, npcs, how they interact, and pathing on. So the question is, are there any good articles/tutorials around that show how to code these.
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		<author>no-reply@allegro.cc (jason perkins)</author>
		<pubDate>Thu, 05 Feb 2009 01:45:31 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Professional developers have a lot of editors they use.  Often times, they&#39;ll pay for third-party software so they don&#39;t have to develop the tools themselves (meaning other companies are <i>just</i> creating the editors and such).  </p><p>For learning it yourself, I&#39;d say the best way to go about it is:</p><p>1)  Open an editor like Mappy<br />2)  Play around with it<br />3)  Write down your ideas of how to duplicate it via programming<br />4)  Share with us (or any other game developing forum)<br />5)  Look at some pr0n<br />6)  Be told how your doing it wrong (uh, referring to step 4)<br />7)  Learn<br />8)  Do<br />9)  Profit!</p><p>All steps are optional.
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		<author>no-reply@allegro.cc (Onewing)</author>
		<pubDate>Thu, 05 Feb 2009 02:05:53 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>With a only a little tinkering around that takes on whole new levels <img src="http://www.allegro.cc/forums/smileys/tongue.gif" alt=":P" />.</p><div class="quote_container"><div class="title">Quote:</div><div class="quote"><p>
1) Look at some pr0n<br />2) Play around with it<br />3) Write down your ideas of how to duplicate it<br />4) Share with us<br />5) Be told how your doing it wrong<br />6) Learn<br />7) Do<br />8) Profit!
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Anyway. OT.<br />You&#39;re right that most modern engines will do things by setting up tools that. An important part of said tools is an engine-binded scripting language like LUA. Most engines do things this way nowadays. It&#39;ll allow you to edit objects, code AI, paths etc without editing your engine code.<br />Here&#39;s GameDev&#39;s articles on scripting. I recommend <a href="http://www.gamedev.net/reference/articles/article1932.asp">this one</a>.
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		<author>no-reply@allegro.cc (Sol Blast)</author>
		<pubDate>Thu, 05 Feb 2009 05:27:13 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>If you&#39;re doing something like a rts game would several text files with a bunch of varibles for the program be enough? It would store things like AI weights, maps, unit attack and defence ratings, so on so on. Think it would be a bad idea?
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		<author>no-reply@allegro.cc (ITAmember)</author>
		<pubDate>Thu, 05 Feb 2009 05:52:49 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Sorry if I go a bit off-topic: I find Lua&#39;s coroutines very useful. Do you know about any other scripting language that supports them. I looked for something similar in Python and Ruby, but failed.</p><p>As for coding a world editor, I left behind any hope about doing it in C/C++. I wouldn&#39;t doubt coding it with Java or C# for productivity sake.
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		<author>no-reply@allegro.cc (Biznaga)</author>
		<pubDate>Thu, 05 Feb 2009 05:55:50 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>A text file would certainly work for unit attack and defence ratings. But you&#39;d be better of using XML or something for large sets of data.</p><p>As far as anything AI goes, I definitely don&#39;t think text files would ever come close to being adequate for the task. Not unless you got really handy and more or less made your own engine embedded scripting language.
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		<author>no-reply@allegro.cc (Sol Blast)</author>
		<pubDate>Thu, 05 Feb 2009 05:57:26 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Well Mappy seems to make alot of things possible that I wouldn&#39;t dream of without spending months on a project and sorting through thousands of lines of code. But, it looks hard to start seeing as its not nearly as well documented as allegro/directx/opengl. It hardly seems worth making one yourself though seeing as these free editors already exist and can make a wide variety of games. There&#39;s 5 vastly differant types of demo games on their website. <b>looks through gimp tutorials to figure out how to draw</b>
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		<author>no-reply@allegro.cc (jason perkins)</author>
		<pubDate>Thu, 05 Feb 2009 06:20:12 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>That&#39;s why I was saying there are the people who buy/use editors and those who make them.  It&#39;s <i>worth</i> you&#39;re time if you want to be part of the latter group.  If you&#39;re just wanting to design/develop games, professionally or not, might as well just find an editor that can accomplish your needs.
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		<author>no-reply@allegro.cc (Onewing)</author>
		<pubDate>Thu, 05 Feb 2009 07:09:26 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Has anyone tried mappy here? I can&#39;t get any of their source examples to compile. the readme says to do this... </p><p>Just double click or run buildal.bat to make the examples using DJGPP (DOS)<br />or buildalm.bat for Mingw32 (DevC++ counts too) (Windows)<br />(if you are compiling with Visual C you&#39;ll have to do it yourself). <br />Use cursor keys to scroll on examples and ESC to exit.</p><p>-These batch files don&#39;t seem to do anything. I don&#39;t have a &#39;mappyal.o&#39; file anywhere.</p><p>C++ notes: MappyAL will work fine with C++, but the file &#39;mappyal.c&#39;<br />must be compiled as &#39;C&#39;. With MSVC there is no problem as it uses<br />the filename extension (.c/.cpp) to determine how to compile, but<br />IDE&#39;s like DevC++ and VIDE don&#39;t do this with C++ projects, so <br />instead of adding mappyal.c to your list of sourcefiles (like with <br />MSVC) be sure you have mappyal.o by running &#39;buildal.bat&#39;, or <br />manually compiling with:</p><p>gcc mappyal.c -O2 -Wall -c -o mappyal.o</p><p>then adding mappyal.o BEFORE -lalleg in the linking options, with<br />DevC++ select Project:Project options (Alt+P) and click &#39;Load object<br />files&#39; and add mappyal.o, now move the -lalleg text so it is after<br />the object file, it should look something like:<br />C:\mapalr11\mappyal.o -lalleg<br />do not add the file mappyal.c to your sourcefile list</p><p>sigh, its a mouthful I figured I&#39;d ask. I assume this &#39;-lalleg&#39; is what they figure my allegro library is called, but its liballeg.a... I&#39;m confused <img src="http://www.allegro.cc/forums/smileys/sad.gif" alt=":(" /><br />I use Dev&#39;s c++ I figure I&#39;m probly best off trying a differant compiler with this.
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		<author>no-reply@allegro.cc (jason perkins)</author>
		<pubDate>Thu, 05 Feb 2009 12:18:20 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>It&#39;s not the compiler that&#39;s broken, it&#39;s Dev-C++. Building them with MinGW should work fine, but you probably don&#39;t have your compiling environment setup properly.</p><p>Your path variable should include the directory to mingw\bin, wherever that is with your dev-c++ installation.
</p><pre>
set PATH=c:\devcpp\mingw\bin;%PATH%
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</p><div class="quote_container"><div class="title">Quote:</div><div class="quote"><p>
I assume this &#39;-lalleg&#39; is what they figure my allegro library is called, but its liballeg.a... I&#39;m confused
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When you link with the -l flag, it looks for a .a archive file with this naming convention : &#39;-lname&#39; looks for libname.a .</p><div class="quote_container"><div class="title">Quote:</div><div class="quote"><p>
These batch files don&#39;t seem to do anything. I don&#39;t have a &#39;mappyal.o&#39; file anywhere.
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What did running buildalm.bat say? Post the output after you&#39;ve fixed your path variable.
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		<author>no-reply@allegro.cc (Edgar Reynaldo)</author>
		<pubDate>Thu, 05 Feb 2009 12:27:11 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>I added mingw32/bin to my bin directories in compiler options, ran the Bat file again. Its doing the same old, runs for half a second and closes. I checked everywhere for the .o file and still don&#39;t have one <img src="http://www.allegro.cc/forums/smileys/sad.gif" alt=":(" />. Thanks for the idea though. What does it mean for me to compiler the project as C, instead of c++ there&#39;s no option as far as I can tell to do that with Dev. Sigh setting stuff up sucks it took me about week to set up Opengl/allegro <img src="http://www.allegro.cc/forums/smileys/sad.gif" alt=":(" />
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		<author>no-reply@allegro.cc (jason perkins)</author>
		<pubDate>Thu, 05 Feb 2009 12:59:18 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Go to the command line, and enter the line to alter your path that I showed you above, exchanging the directory I wrote there with whatever directory it really is.</p><p>Now navigate to the mappy directory with the buildalm.bat file and the source codes in it, and run buildalm.bat from the command line.</p><p>When it completes, right click on the command line window&#39;s title bar, and go to Edit-&gt;Select All, then right click again and go to Edit-&gt;Copy. Now paste the output of what you&#39;ve just done above in a code window. I just did it myself, if you&#39;re using the Mappy Allegro playback library v11 (mapalr11.zip) like I did, you should get a whole bunch of deprecated function warnings, and some executables of the example programs.
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		<author>no-reply@allegro.cc (Edgar Reynaldo)</author>
		<pubDate>Thu, 05 Feb 2009 13:15:56 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Alright, and thanks for being thorough!</p><p>I&#39;ve set my path, when I type path into command prompt I get</p><p>PATH = c:Dev-Cpp\mingw32\bin;c:</p><p>which seems about right. however when I run the .bat file BUILDALM.BAT<br />in command prompt I get this error:</p><p>C:\Users\Jperks&gt;gcc pdemo1.c mappyal.o mapicon.o -mwindows -02<br />-Wall -o pdemo1.exe -lalleg</p><p>is not recognized as an internal or external command,<br />operable program or batch file</p><p>and repeats for several differant .c files</p><p>&gt;&lt;
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		<author>no-reply@allegro.cc (jason perkins)</author>
		<pubDate>Thu, 05 Feb 2009 13:51:08 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><div class="quote_container"><div class="title">Quote:</div><div class="quote"><p>
&#39;ve set my path, when I type path into command prompt I get</p><p>PATH = c:Dev-Cpp\mingw32\bin;c:</p><p>which seems about right.
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No, it&#39;s missing quite a few of the normal directories. Close the command console and open a new one. This will reset the environment variables such as the path variable.</p><p>When altering your path variable, you need to separate directories by a semi-colon, and make sure the old path stays in the string by using %PATH% as one of the directories.</p><p>So for you, it should suffice to use :
</p><pre>
set PATH=c:\Dev-cpp\mingw32\bin;%PATH%
</pre><p>

Then go back to the mappy allegro playback library directory using the cd command and try again.
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		<author>no-reply@allegro.cc (Edgar Reynaldo)</author>
		<pubDate>Thu, 05 Feb 2009 13:56:30 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>its hopeless, the same thing happens.<br />line for line... </p><p>Microsoft Windows [Version 6.0.6001]<br />Copyright (c) 2006 Microsoft Corporation.  All rights reserved.</p><p>C:\Users\Jperks&gt;set PATH=c:\Dev-cpp\mingw32\bin;%PATH%</p><p>C:\Users\Jperks&gt;path<br />PATH=c:\Dev-cpp\mingw32\bin;C:\Windows\system32;C:\Windows;C:\Windows\System32\W<br />bem;C:\hp\bin\Python</p><p>C:\Users\Jperks&gt;cd C:\Users\Jperks\Desktop\mappy\mapalr11\mapalr11</p><p>C:\Users\Jperks\Desktop\mappy\mapalr11\mapalr11&gt;BUILDALM.BAT</p><p>C:\Users\Jperks\Desktop\mappy\mapalr11\mapalr11&gt;gcc mappyal.c -O2 -Wall -c -o ma<br />ppyal.o<br />&#39;gcc&#39; is not recognized as an internal or external command,<br />operable program or batch file.</p><p>C:\Users\Jperks\Desktop\mappy\mapalr11\mapalr11&gt;windres mapicon.rc -o mapicon.o</p><p>&#39;windres&#39; is not recognized as an internal or external command,<br />operable program or batch file.</p><p>C:\Users\Jperks\Desktop\mappy\mapalr11\mapalr11&gt;gcc pbdemo1.c mappyal.o mapicon.<br />o -mwindows -O2 -Wall -o pbdemo1.exe -lalleg<br />&#39;gcc&#39; is not recognized as an internal or external command,<br />operable program or batch file.</p><p>C:\Users\Jperks\Desktop\mappy\mapalr11\mapalr11&gt;gcc pbdemo2.c mappyal.o mapicon.<br />o -mwindows -O2 -Wall -o pbdemo2.exe -lalleg<br />&#39;gcc&#39; is not recognized as an internal or external command,<br />operable program or batch file.</p><p>C:\Users\Jperks\Desktop\mappy\mapalr11\mapalr11&gt;gcc pbdemo3.c mappyal.o mapicon.<br />o -mwindows -O2 -Wall -o pbdemo3.exe -lalleg<br />&#39;gcc&#39; is not recognized as an internal or external command,<br />operable program or batch file.</p><p>C:\Users\Jperks\Desktop\mappy\mapalr11\mapalr11&gt;gcc mpgame.c mappyal.o mapicon.o<br /> -mwindows -O2 -Wall -o mpgame.exe -lalleg<br />&#39;gcc&#39; is not recognized as an internal or external command,<br />operable program or batch file.</p><p>C:\Users\Jperks\Desktop\mappy\mapalr11\mapalr11&gt;gcc mousecrd.c mappyal.o mapicon<br />.o -mwindows -O2 -Wall -o mousecrd.exe -lalleg<br />&#39;gcc&#39; is not recognized as an internal or external command,<br />operable program or batch file.</p><p>C:\Users\Jperks\Desktop\mappy\mapalr11\mapalr11&gt;gcc proja.c mappyal.o mapicon.o<br />-mwindows -O2 -Wall -o proja.exe -lalleg<br />&#39;gcc&#39; is not recognized as an internal or external command,<br />operable program or batch file.</p><p>C:\Users\Jperks\Desktop\mappy\mapalr11\mapalr11&gt;gcc isodemo.c mappyal.o mapicon.<br />o -mwindows -O2 -Wall -o isodemo.exe -lalleg<br />&#39;gcc&#39; is not recognized as an internal or external command,<br />operable program or batch file.</p><p>C:\Users\Jperks\Desktop\mappy\mapalr11\mapalr11&gt;path<br />PATH=c:\Dev-cpp\mingw32\bin;C:\Windows\system32;C:\Windows;C:\Windows\System32\W<br />bem;C:\hp\bin\Python</p><p>C:\Users\Jperks\Desktop\mappy\mapalr11\mapalr11&gt;Dossux
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		<author>no-reply@allegro.cc (jason perkins)</author>
		<pubDate>Thu, 05 Feb 2009 14:34:49 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Okay, it looks like you are setting the path correctly now. Some versions of MinGW may have renamed gcc and g++ to mingw32-gcc and mingw32-g++. You can create a copy of both mingw32-gcc and mingw32-g++ and rename the copies to gcc and g++.</p><p>Before you do that though, try typing this at the command line for me :
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mingw32-gcc --version
</pre><p>
and see if it works. If it doesn&#39;t work, then you haven&#39;t set the correct folder for the bin directory of your mingw installation, or your compiler&#39;s not installed correctly.
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		<author>no-reply@allegro.cc (Edgar Reynaldo)</author>
		<pubDate>Thu, 05 Feb 2009 14:44:16 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>When i type that it gives me the schpeal about it not being an executable/command or Bat file. Did I fail <img src="http://www.allegro.cc/forums/smileys/sad.gif" alt=":(" /></p><p>Edit, there&#39;s 2 directories that I have with stuff about mingw <br />This:<br />C:\Dev-Cpp\lib\gcc\mingw32\3.4.2\include<br />and<br />C:\Dev-Cpp\mingw32\bin<br />C:\Dev-Cpp\mingw32\lib
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		<author>no-reply@allegro.cc (jason perkins)</author>
		<pubDate>Thu, 05 Feb 2009 14:58:22 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Use explorer to look in the c:\dev-cpp\ folders for mingw32-gcc.exe and mingw32-g++.exe. If you find them, you can make a copy and rename them like I said before.</p><p>You can search for them from the command line with :
</p><pre>
cd /d c:\dev-cpp
cls
dir /s *.exe
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This will find all the executable files in your dev-cpp folder and all of it&#39;s subfolders. If mingw32-gcc.exe, mingw32-g++.exe, gcc.exe, or g++.exe aren&#39;t there anywhere, something&#39;s wrong.</p><p>As an aside, you can download the latest version of <a href="http://www.codeblocks.org/">Code Blocks 8.02</a> and give it a try. It comes with MinGW as well, and is quite a nice editor if you ask me.
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		<author>no-reply@allegro.cc (Edgar Reynaldo)</author>
		<pubDate>Thu, 05 Feb 2009 15:15:32 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>dude thanks for taking the time... I guess my compiler is set up a little differant than yours gcc was in dev-cpp\bin. But I wouldn&#39;t know where to begin without your help! At least I got the bat to work, and now its bedtime!
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		<author>no-reply@allegro.cc (jason perkins)</author>
		<pubDate>Thu, 05 Feb 2009 15:28:56 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>My last allegro game (<a href="http://retrospec.sgn.net/game/tranzam">http://retrospec.sgn.net/game/tranzam</a>) uses mappy. I think it&#39;s an excellent editor. There&#39;s also a little bit about mappy and other stuff at my little tutorial site (<a href="http://retrospec.sgn.net/users/nwalker/axl/tranzam.html">http://retrospec.sgn.net/users/nwalker/axl/tranzam.html</a>) for the same game.
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		<author>no-reply@allegro.cc (Neil Walker)</author>
		<pubDate>Thu, 05 Feb 2009 15:32:38 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>So the compiler executables were in dev-cpp\bin? I&#39;ll try to remember that next time I help someone with Dev-C++. Glad it&#39;s working.
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		<author>no-reply@allegro.cc (Edgar Reynaldo)</author>
		<pubDate>Thu, 05 Feb 2009 15:34:32 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>I&#39;ll definately check out that tutorial. And I like your game, but at this hour I&#39;m just playing pin-ball with cactus&#39; ^^
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		<author>no-reply@allegro.cc (jason perkins)</author>
		<pubDate>Thu, 05 Feb 2009 15:57:46 +0000</pubDate>
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