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v0.3-beta5
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10
README.md
10
README.md
@@ -5,7 +5,7 @@ Cambridge
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Welcome to Cambridge, the next open-source falling-block game engine!
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The project is written and maintained exclusively by [SashLilac](https://github.com/SashLilac), [joezeng](https://github.com/joezeng) and [Oshisaure](https://github.com/oshisaure)!
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The project is written and maintained exclusively by [Milla](https://github.com/MillaBasset), [joezeng](https://github.com/joezeng) and [Oshisaure](https://github.com/oshisaure)!
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The Discord server has been reopened! https://discord.gg/AADZUmgsph
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@@ -32,13 +32,13 @@ You do not need LÖVE on Windows, as it comes bundled with the program.
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#### Stable release
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To get the stable release, simply download either `cambridge-win32.zip` (32-bit) or `cambridge-windows.zip` (64-bit) in the [latest release](https://github.com/sashlilac/cambridge/releases/latest).
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To get the stable release, simply download either `cambridge-win32.zip` (32-bit) or `cambridge-windows.zip` (64-bit) in the [latest release](https://github.com/MillaBasset/cambridge/releases/latest).
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All assets needed are bundled with the executable.
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#### Bleeding edge
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If you want the bleeding edge version, download [this](https://github.com/SashLilac/cambridge/archive/master.zip).
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If you want the bleeding edge version, download [this](https://github.com/MillaBasset/cambridge/archive/master.zip).
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Extract the ZIP, open a Command Prompt at the folder you extracted Cambridge to, then run this command:
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@@ -66,7 +66,7 @@ You can download the .love file in the latest release, and run it with:
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Clone the repository in git:
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git clone https://github.com/SashLilac/cambridge
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git clone https://github.com/MillaBasset/cambridge
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Alternatively, download the source code ZIP in the latest release.
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@@ -78,7 +78,7 @@ It should run automatically!
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## Installing modpacks
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For instructions on how to install modpacks, go to [this](https://github.com/SashLilac/cambridge-modpack) mod pack to get a taste of the mod potential.
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For instructions on how to install modpacks, go to [this](https://github.com/MillaBasset/cambridge-modpack) mod pack to get a taste of the mod potential.
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License
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-------
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131
main.lua
131
main.lua
@@ -18,9 +18,9 @@ function love.load()
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--config["fullscreen"] = false
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love.window.setMode(love.graphics.getWidth(), love.graphics.getHeight(), {resizable = true});
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-- used for screenshots
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GLOBAL_CANVAS = love.graphics.newCanvas()
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-- used for screenshots
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GLOBAL_CANVAS = love.graphics.newCanvas()
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-- init config
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initConfig()
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@@ -55,49 +55,11 @@ function initModules()
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return tostring(a.name):gsub("%d+",padnum) < tostring(b.name):gsub("%d+",padnum) end)
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end
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local TARGET_FPS = 60
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local SAMPLE_SIZE = 60
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local rolling_samples = {}
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local rolling_total = 0
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local average_n = 0
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local frame = 0
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function getSmoothedDt(dt)
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rolling_total = rolling_total + dt
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frame = frame + 1
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if frame > SAMPLE_SIZE then frame = frame - SAMPLE_SIZE end
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if average_n == SAMPLE_SIZE then
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rolling_total = rolling_total - rolling_samples[frame]
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else
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average_n = average_n + 1
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end
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rolling_samples[frame] = dt
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return rolling_total / average_n
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end
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local update_time = 0.52
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function love.update(dt)
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processBGMFadeout(dt)
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local old_update_time = update_time
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update_time = update_time + getSmoothedDt(dt) * TARGET_FPS
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updates = 0
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while (update_time >= 1.02) do
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scene:update()
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updates = updates + 1
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update_time = update_time - 1
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end
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if math.abs(update_time - old_update_time) < 0.02 then
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update_time = old_update_time
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end
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end
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function love.draw()
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love.graphics.setCanvas(GLOBAL_CANVAS)
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love.graphics.clear()
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love.graphics.push()
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love.graphics.setCanvas(GLOBAL_CANVAS)
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love.graphics.clear()
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love.graphics.push()
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-- get offset matrix
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love.graphics.setDefaultFilter("linear", "nearest")
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@@ -109,13 +71,13 @@ function love.draw()
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(height - scale_factor * 480) / 2
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)
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love.graphics.scale(scale_factor)
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scene:render()
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love.graphics.pop()
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love.graphics.setCanvas()
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love.graphics.setColor(1,1,1,1)
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love.graphics.draw(GLOBAL_CANVAS)
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love.graphics.setCanvas()
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love.graphics.setColor(1,1,1,1)
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love.graphics.draw(GLOBAL_CANVAS)
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end
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function love.keypressed(key, scancode)
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@@ -134,16 +96,16 @@ function love.keypressed(key, scancode)
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scene.restart_message = true
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if config.secret then playSE("mode_decide")
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else playSE("erase") end
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-- f12 is reserved for saving screenshots
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elseif scancode == "f12" then
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local ss_name = os.date("ss/%Y-%m-%d_%H-%M-%S.png")
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-- f12 is reserved for saving screenshots
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elseif scancode == "f12" then
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local ss_name = os.date("ss/%Y-%m-%d_%H-%M-%S.png")
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local info = love.filesystem.getInfo("ss")
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if not info or info.type ~= "directory" then
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love.filesystem.remove("ss")
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love.filesystem.createDirectory("ss")
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end
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print("Saving screenshot as "..ss_name)
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GLOBAL_CANVAS:newImageData():encode("png", ss_name)
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print("Saving screenshot as "..ss_name)
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GLOBAL_CANVAS:newImageData():encode("png", ss_name)
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-- function keys are reserved
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elseif string.match(scancode, "^f[1-9]$") or string.match(scancode, "^f[1-9][0-9]+$") then
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return
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@@ -305,6 +267,59 @@ function love.focus(f)
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end
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function love.resize(w, h)
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GLOBAL_CANVAS:release()
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GLOBAL_CANVAS = love.graphics.newCanvas(w, h)
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end
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GLOBAL_CANVAS:release()
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GLOBAL_CANVAS = love.graphics.newCanvas(w, h)
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end
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local TARGET_FPS = 60
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function love.run()
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if love.load then love.load(love.arg.parseGameArguments(arg), arg) end
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if love.timer then love.timer.step() end
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local dt = 0
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local last_time = love.timer.getTime()
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local time_accumulator = 0
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return function()
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if love.event then
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love.event.pump()
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for name, a,b,c,d,e,f in love.event.poll() do
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if name == "quit" then
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if not love.quit or not love.quit() then
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return a or 0
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end
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end
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love.handlers[name](a,b,c,d,e,f)
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end
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end
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if love.timer then
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processBGMFadeout(love.timer.step())
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end
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if scene and scene.update and love.timer then
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scene:update()
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local frame_duration = 1.0 / TARGET_FPS
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if time_accumulator < frame_duration then
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if love.graphics and love.graphics.isActive() and love.draw then
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love.graphics.origin()
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love.graphics.clear(love.graphics.getBackgroundColor())
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love.draw()
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love.graphics.present()
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end
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local end_time = last_time + frame_duration
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local time = love.timer.getTime()
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while time < end_time do
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love.timer.sleep(0.001)
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time = love.timer.getTime()
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end
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time_accumulator = time_accumulator + time - last_time
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end
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time_accumulator = time_accumulator - frame_duration
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end
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last_time = love.timer.getTime()
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end
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end
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@@ -37,7 +37,7 @@ function CreditsScene:render()
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love.graphics.print("Project Heads", 320, 640 - self.frames / 2)
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love.graphics.print("Other Game Developers", 320, 730 - self.frames / 2)
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love.graphics.print("Special Thanks", 320, 950 - self.frames / 2)
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love.graphics.print("- SashLilac / TS3 / Milla", 320, math.max(1850 - self.frames / 2, 320))
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love.graphics.print("- Milla", 320, math.max(1850 - self.frames / 2, 320))
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love.graphics.setFont(font_3x5_2)
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love.graphics.print("Oshisaure\nJoe Zeng", 320, 590 - self.frames / 2)
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