Refactor Weapon includes
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4fa8210707
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1507846810
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@ -4,6 +4,7 @@
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#include "FireWandWeapon.h"
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#include "FireWandWeapon.h"
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#include "Kismet/KismetMathLibrary.h"
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#include "Kismet/KismetMathLibrary.h"
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#include "vampires/Projectile.h"
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AFireWandWeapon::AFireWandWeapon()
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AFireWandWeapon::AFireWandWeapon()
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{
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{
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#include "GarlicWeapon.h"
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#include "GarlicWeapon.h"
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#include "Components/SphereComponent.h"
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#include "vampires/EnemyCharacter.h"
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AGarlicWeapon::AGarlicWeapon()
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AGarlicWeapon::AGarlicWeapon()
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{
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{
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#include "CoreMinimal.h"
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#include "CoreMinimal.h"
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#include "../Weapon.h"
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#include "../Weapon.h"
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#include "Components/SphereComponent.h"
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#include "vampires/EnemyCharacter.h"
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#include "GarlicWeapon.generated.h"
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#include "GarlicWeapon.generated.h"
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class USphereComponent;
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class AEnemyCharacter;
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USTRUCT()
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USTRUCT()
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struct FOverlappedEnemy
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struct FOverlappedEnemy
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{
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{
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#include "Kismet/GameplayStatics.h"
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#include "Kismet/GameplayStatics.h"
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#include "Kismet/KismetMathLibrary.h"
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#include "Kismet/KismetMathLibrary.h"
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#include "vampires/PlayerCharacter.h"
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#include "vampires/PlayerCharacter.h"
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#include "vampires/Projectile.h"
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#include "vampires/VampirePlayerController.h"
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#include "vampires/VampirePlayerController.h"
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AGunWeapon::AGunWeapon()
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AGunWeapon::AGunWeapon()
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#include "Kismet/GameplayStatics.h"
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#include "Kismet/GameplayStatics.h"
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#include "vampires/PlayerCharacter.h"
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#include "vampires/PlayerCharacter.h"
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#include "vampires/Projectile.h"
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AKnifeWeapon::AKnifeWeapon()
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AKnifeWeapon::AKnifeWeapon()
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{
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{
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#include "LightningRingWeapon.h"
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#include "LightningRingWeapon.h"
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#include "Components/SphereComponent.h"
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#include "vampires/EnemyCharacter.h"
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ALightningRingWeapon::ALightningRingWeapon()
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ALightningRingWeapon::ALightningRingWeapon()
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{
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{
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#include "CoreMinimal.h"
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#include "CoreMinimal.h"
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#include "../Weapon.h"
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#include "../Weapon.h"
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#include "Components/SphereComponent.h"
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#include "vampires/EnemyCharacter.h"
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#include "LightningRingWeapon.generated.h"
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#include "LightningRingWeapon.generated.h"
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class AEnemyCharacter;
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class USphereComponent;
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/**
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/**
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*
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*
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*/
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*/
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#include "Kismet/GameplayStatics.h"
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#include "Kismet/GameplayStatics.h"
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#include "Kismet/KismetMathLibrary.h"
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#include "Kismet/KismetMathLibrary.h"
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#include "vampires/Projectile.h"
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AMagicWandWeapon::AMagicWandWeapon()
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AMagicWandWeapon::AMagicWandWeapon()
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{
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{
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#include "Kismet/GameplayStatics.h"
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#include "Kismet/GameplayStatics.h"
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#include "vampires/VampirePlayerController.h"
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#include "vampires/VampirePlayerController.h"
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#include "../PlayerCharacter.h"
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#include "../PlayerCharacter.h"
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#include "Components/BoxComponent.h"
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#include "vampires/EnemyCharacter.h"
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#include "vampires/Pickup.h"
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APentagramWeapon::APentagramWeapon()
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APentagramWeapon::APentagramWeapon()
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{
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{
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#include "CoreMinimal.h"
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#include "CoreMinimal.h"
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#include "../Weapon.h"
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#include "../Weapon.h"
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#include "Components/BoxComponent.h"
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#include "vampires/EnemyCharacter.h"
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#include "vampires/Pickup.h"
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#include "PentagramWeapon.generated.h"
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#include "PentagramWeapon.generated.h"
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class APickup;
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class AEnemyCharacter;
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class UBoxComponent;
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/**
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/**
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*
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*
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*/
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*/
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#include "vampires/EnemyCharacter.h"
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#include "vampires/EnemyCharacter.h"
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#include "vampires/PlayerCharacter.h"
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#include "vampires/PlayerCharacter.h"
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#include "vampires/VampirePlayerController.h"
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#include "vampires/VampirePlayerController.h"
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#include "../Weapon.h"
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#include "Components/BoxComponent.h"
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AProjectileWeapon::AProjectileWeapon()
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AProjectileWeapon::AProjectileWeapon()
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{
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{
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@ -43,7 +45,8 @@ void AProjectileWeapon::BeginPlay()
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}
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}
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void AProjectileWeapon::OnWeaponBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
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void AProjectileWeapon::OnWeaponBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
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UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
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UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep,
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const FHitResult& SweepResult)
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{
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{
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if (AEnemyCharacter* Enemy = Cast<AEnemyCharacter>(OtherActor))
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if (AEnemyCharacter* Enemy = Cast<AEnemyCharacter>(OtherActor))
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{
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{
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}
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}
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void AProjectileWeapon::OnWeaponEndOverlap(UPrimitiveComponent* OverlappedComp, AActor* OtherActor,
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void AProjectileWeapon::OnWeaponEndOverlap(UPrimitiveComponent* OverlappedComp, AActor* OtherActor,
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UPrimitiveComponent* OtherComp, int32 OtherBodyIndex)
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UPrimitiveComponent* OtherComp, int32 OtherBodyIndex)
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{
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{
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if (AEnemyCharacter* Enemy = Cast<AEnemyCharacter>(OtherActor))
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if (AEnemyCharacter* Enemy = Cast<AEnemyCharacter>(OtherActor))
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{
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{
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}
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}
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void AProjectileWeapon::OnProjectileBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
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void AProjectileWeapon::OnProjectileBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
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UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
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UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep,
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const FHitResult& SweepResult)
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{
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{
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if (AEnemyCharacter* Enemy = Cast<AEnemyCharacter>(OtherActor))
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if (AEnemyCharacter* Enemy = Cast<AEnemyCharacter>(OtherActor))
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{
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{
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#pragma once
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#pragma once
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#include "CoreMinimal.h"
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#include "CoreMinimal.h"
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#include "../Weapon.h"
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#include "vampires/Weapon.h"
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#include "Components/BoxComponent.h"
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#include "vampires/Projectile.h"
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#include "ProjectileWeapon.generated.h"
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#include "ProjectileWeapon.generated.h"
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class AProjectile;
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class UBoxComponent;
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/**
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/**
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*
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*
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*/
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*/
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