Changed controller to Brackeys'
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@ -6,6 +6,6 @@ PhysicsMaterial2D:
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: NotSlippery
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m_Name: Slippery
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friction: 1
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bounciness: 0
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146
Assets/Scripts/CharacterController2D.cs
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146
Assets/Scripts/CharacterController2D.cs
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@ -0,0 +1,146 @@
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using UnityEngine;
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using UnityEngine.Events;
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public class CharacterController2D : MonoBehaviour
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{
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[SerializeField] private float m_JumpForce = 400f; // Amount of force added when the player jumps.
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[Range(0, 1)] [SerializeField] private float m_CrouchSpeed = .36f; // Amount of maxSpeed applied to crouching movement. 1 = 100%
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[Range(0, .3f)] [SerializeField] private float m_MovementSmoothing = .05f; // How much to smooth out the movement
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[SerializeField] private bool m_AirControl = false; // Whether or not a player can steer while jumping;
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[SerializeField] private LayerMask m_WhatIsGround; // A mask determining what is ground to the character
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[SerializeField] private Transform m_GroundCheck; // A position marking where to check if the player is grounded.
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[SerializeField] private Transform m_CeilingCheck; // A position marking where to check for ceilings
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[SerializeField] private Collider2D m_CrouchDisableCollider; // A collider that will be disabled when crouching
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const float k_GroundedRadius = .2f; // Radius of the overlap circle to determine if grounded
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private bool m_Grounded; // Whether or not the player is grounded.
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const float k_CeilingRadius = .2f; // Radius of the overlap circle to determine if the player can stand up
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private Rigidbody2D m_Rigidbody2D;
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private bool m_FacingRight = true; // For determining which way the player is currently facing.
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private Vector3 m_Velocity = Vector3.zero;
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[Header("Events")]
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[Space]
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public UnityEvent OnLandEvent;
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[System.Serializable]
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public class BoolEvent : UnityEvent<bool> { }
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public BoolEvent OnCrouchEvent;
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private bool m_wasCrouching = false;
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private void Awake()
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{
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m_Rigidbody2D = GetComponent<Rigidbody2D>();
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if (OnLandEvent == null)
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OnLandEvent = new UnityEvent();
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if (OnCrouchEvent == null)
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OnCrouchEvent = new BoolEvent();
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}
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private void FixedUpdate()
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{
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bool wasGrounded = m_Grounded;
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m_Grounded = false;
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// The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
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// This can be done using layers instead but Sample Assets will not overwrite your project settings.
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Collider2D[] colliders = Physics2D.OverlapCircleAll(m_GroundCheck.position, k_GroundedRadius, m_WhatIsGround);
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for (int i = 0; i < colliders.Length; i++)
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{
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if (colliders[i].gameObject != gameObject)
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{
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m_Grounded = true;
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if (!wasGrounded)
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OnLandEvent.Invoke();
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}
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}
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}
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public void Move(float move, bool crouch, bool jump)
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{
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// If crouching, check to see if the character can stand up
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if (!crouch)
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{
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// If the character has a ceiling preventing them from standing up, keep them crouching
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if (Physics2D.OverlapCircle(m_CeilingCheck.position, k_CeilingRadius, m_WhatIsGround))
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{
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crouch = true;
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}
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}
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//only control the player if grounded or airControl is turned on
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if (m_Grounded || m_AirControl)
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{
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// If crouching
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if (crouch)
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{
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if (!m_wasCrouching)
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{
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m_wasCrouching = true;
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OnCrouchEvent.Invoke(true);
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}
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// Reduce the speed by the crouchSpeed multiplier
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move *= m_CrouchSpeed;
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// Disable one of the colliders when crouching
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if (m_CrouchDisableCollider != null)
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m_CrouchDisableCollider.enabled = false;
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} else
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{
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// Enable the collider when not crouching
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if (m_CrouchDisableCollider != null)
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m_CrouchDisableCollider.enabled = true;
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if (m_wasCrouching)
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{
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m_wasCrouching = false;
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OnCrouchEvent.Invoke(false);
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}
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}
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// Move the character by finding the target velocity
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Vector3 targetVelocity = new Vector2(move * 10f, m_Rigidbody2D.velocity.y);
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// And then smoothing it out and applying it to the character
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m_Rigidbody2D.velocity = Vector3.SmoothDamp(m_Rigidbody2D.velocity, targetVelocity, ref m_Velocity, m_MovementSmoothing);
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// If the input is moving the player right and the player is facing left...
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if (move > 0 && !m_FacingRight)
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{
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// ... flip the player.
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Flip();
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}
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// Otherwise if the input is moving the player left and the player is facing right...
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else if (move < 0 && m_FacingRight)
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{
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// ... flip the player.
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Flip();
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}
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}
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// If the player should jump...
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if (m_Grounded && jump)
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{
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// Add a vertical force to the player.
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m_Grounded = false;
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m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce));
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}
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}
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private void Flip()
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{
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// Switch the way the player is labelled as facing.
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m_FacingRight = !m_FacingRight;
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// Multiply the player's x local scale by -1.
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Vector3 theScale = transform.localScale;
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theScale.x *= -1;
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transform.localScale = theScale;
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}
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}
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11
Assets/Scripts/CharacterController2D.cs.meta
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11
Assets/Scripts/CharacterController2D.cs.meta
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 8057fdb619b42d94390909e7bc867d87
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -4,12 +4,11 @@ using UnityEngine;
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public class PlayerControls : MonoBehaviour
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{
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public Rigidbody2D rb;
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public CircleCollider2D circ;
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public LayerMask LVLMask;
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public float walking_speed;
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public float jump_power;
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// Start is called before the first frame update
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public CharacterController2D controller;
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public float runspeed = 40f;
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float horizonatalmove = 0f;
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bool jumping = false;
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bool crouching = false;
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void Start()
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{
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@ -18,17 +17,14 @@ public class PlayerControls : MonoBehaviour
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// Update is called once per frame
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void Update()
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{
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float speed = Input.GetAxisRaw("Horizontal") * Time.deltaTime;
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Vector2 movement = new Vector2(0, 0);
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movement.x = walking_speed * speed;
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horizonatalmove = Input.GetAxisRaw("Horizontal") * runspeed;
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jumping = Input.GetButton("Jump") || Input.GetAxisRaw("Vertical") > 0;
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crouching = Input.GetButton("Crouch") || Input.GetAxisRaw("Vertical") < 0;
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if (Input.GetButtonDown("Jump") || Input.GetAxisRaw("Vertical") > 0)
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{
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if (circ.IsTouchingLayers(LVLMask)){
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movement.x = movement.x / 10;
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movement.y = jump_power;
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}
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}
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rb.AddRelativeForce(movement);
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}
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void FixedUpdate(){
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controller.Move(horizonatalmove * Time.fixedDeltaTime, crouching, jumping);
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}
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}
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