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C++ LPCHARACTER::GetPoint方法代码示例

本文整理汇总了C++中LPCHARACTER::GetPoint方法的典型用法代码示例。如果您正苦于以下问题:C++ LPCHARACTER::GetPoint方法的具体用法?C++ LPCHARACTER::GetPoint怎么用?C++ LPCHARACTER::GetPoint使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在LPCHARACTER的用法示例。


在下文中一共展示了LPCHARACTER::GetPoint方法的10个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: GET_ATTACK_SPEED

DWORD GET_ATTACK_SPEED(LPCHARACTER ch)
{
    if (NULL == ch)
        return 1000;

	LPITEM item = ch->GetWear(WEAR_WEAPON);
	DWORD default_bonus = SPEEDHACK_LIMIT_BONUS;    // АЇµОё® °шјУ(±вє» 80)
	DWORD riding_bonus = 0;

	if (ch->IsRiding())
	{
		// №є°Ўё¦ ЕААёёй ГЯ°Ў°шјУ 50
		riding_bonus = 50;
	}

	DWORD ani_speed = ani_attack_speed(ch);
    DWORD real_speed = (ani_speed * 100) / (default_bonus + ch->GetPoint(POINT_ATT_SPEED) + riding_bonus);

	// ґЬ°ЛАЗ °жїм °шјУ 2№и
	if (item && item->GetSubType() == WEAPON_DAGGER)
		real_speed /= 2;

    return real_speed;

}
开发者ID:Rarder44,项目名称:Server,代码行数:25,代码来源:battle.cpp

示例2: GET_ATTACK_SPEED

DWORD GET_ATTACK_SPEED(LPCHARACTER ch)
{
    if (NULL == ch)
        return 1000;

	LPITEM item = ch->GetWear(WEAR_WEAPON);
	DWORD default_bonus = SPEEDHACK_LIMIT_BONUS;    // 유두리 공속(기본 80)
	DWORD riding_bonus = 0;

	if (ch->IsRiding())
	{
		// 뭔가를 탔으면 추가공속 50
		riding_bonus = 50;
	}

	DWORD ani_speed = ani_attack_speed(ch);
    DWORD real_speed = (ani_speed * 100) / (default_bonus + ch->GetPoint(POINT_ATT_SPEED) + riding_bonus);

	// 단검의 경우 공속 2배
	if (item && item->GetSubType() == WEAPON_DAGGER)
		real_speed /= 2;

    return real_speed;

}
开发者ID:cCorax2,项目名称:Source_code,代码行数:25,代码来源:battle.cpp

示例3: NormalAttackAffect

void NormalAttackAffect(LPCHARACTER pkAttacker, LPCHARACTER pkVictim)
{
	// 독 공격은 특이하므로 특수 처리
	if (pkAttacker->GetPoint(POINT_POISON_PCT) && !pkVictim->IsAffectFlag(AFF_POISON))
	{
		if (number(1, 100) <= pkAttacker->GetPoint(POINT_POISON_PCT))
			pkVictim->AttackedByPoison(pkAttacker);
	}

	int iStunDuration = 2;
	if (pkAttacker->IsPC() && !pkVictim->IsPC())
		iStunDuration = 4;

	AttackAffect(pkAttacker, pkVictim, POINT_STUN_PCT, IMMUNE_STUN,  AFFECT_STUN, POINT_NONE,        0, AFF_STUN, iStunDuration, "STUN");
	AttackAffect(pkAttacker, pkVictim, POINT_SLOW_PCT, IMMUNE_SLOW,  AFFECT_SLOW, POINT_MOV_SPEED, -30, AFF_SLOW, 20,		"SLOW");
}
开发者ID:cCorax2,项目名称:Source_code,代码行数:16,代码来源:battle.cpp

示例4: battle_hit

int battle_hit(LPCHARACTER pkAttacker, LPCHARACTER pkVictim, int & iRetDam)
{
	//PROF_UNIT puHit("Hit");
	if (test_server)
		sys_log(0, "battle_hit : [%s] attack to [%s] : dam :%d type :%d", pkAttacker->GetName(), pkVictim->GetName(), iRetDam);

	int iDam = CalcMeleeDamage(pkAttacker, pkVictim);

	if (iDam <= 0)
		return (BATTLE_DAMAGE);

	NormalAttackAffect(pkAttacker, pkVictim);

	// 데미지 계산
	//iDam = iDam * (100 - pkVictim->GetPoint(POINT_RESIST)) / 100;
	LPITEM pkWeapon = pkAttacker->GetWear(WEAR_WEAPON);

	if (pkWeapon)
		switch (pkWeapon->GetSubType())
		{
			case WEAPON_SWORD:
				iDam = iDam * (100 - pkVictim->GetPoint(POINT_RESIST_SWORD)) / 100;
				break;

			case WEAPON_TWO_HANDED:
				iDam = iDam * (100 - pkVictim->GetPoint(POINT_RESIST_TWOHAND)) / 100;
				break;

			case WEAPON_DAGGER:
				iDam = iDam * (100 - pkVictim->GetPoint(POINT_RESIST_DAGGER)) / 100;
				break;

			case WEAPON_BELL:
				iDam = iDam * (100 - pkVictim->GetPoint(POINT_RESIST_BELL)) / 100;
				break;

			case WEAPON_FAN:
				iDam = iDam * (100 - pkVictim->GetPoint(POINT_RESIST_FAN)) / 100;
				break;

			case WEAPON_BOW:
				iDam = iDam * (100 - pkVictim->GetPoint(POINT_RESIST_BOW)) / 100;
				break;
		}


	//최종적인 데미지 보정. (2011년 2월 현재 대왕거미에게만 적용.)
	float attMul = pkAttacker->GetAttMul();
	float tempIDam = iDam;
	iDam = attMul * tempIDam + 0.5f;

	iRetDam = iDam;

	//PROF_UNIT puDam("Dam");
	if (pkVictim->Damage(pkAttacker, iDam, DAMAGE_TYPE_NORMAL))
		return (BATTLE_DEAD);

	return (BATTLE_DAMAGE);
}
开发者ID:cCorax2,项目名称:Source_code,代码行数:59,代码来源:battle.cpp

示例5: CalcMagicDamage

int CalcMagicDamage(LPCHARACTER pkAttacker, LPCHARACTER pkVictim)
{
	int iDam = 0;

	if (pkAttacker->IsNPC())
	{
		iDam = CalcMeleeDamage(pkAttacker, pkVictim, false, false);	
	}

	iDam += pkAttacker->GetPoint(POINT_PARTY_ATTACKER_BONUS);

	return CalcMagicDamageWithValue(iDam, pkAttacker, pkVictim);
}
开发者ID:cCorax2,项目名称:Source_code,代码行数:13,代码来源:battle.cpp

示例6: GetPoisonDamageRate

int GetPoisonDamageRate(LPCHARACTER ch)
{
	int iRate;

	if (ch->IsPC())
	{
		if (LC_IsYMIR())
			iRate = 40;
		else
			iRate = 50;
	}
	else
		iRate = poison_damage_rate[ch->GetMobRank()];

	iRate = MAX(0, iRate - ch->GetPoint(POINT_POISON_REDUCE));
	return iRate;
}
开发者ID:Rarder44,项目名称:Server,代码行数:17,代码来源:char_resist.cpp

示例7: ComputeRolePoint

void CParty::ComputeRolePoint(LPCHARACTER ch, BYTE bRole, bool bAdd)
{
	if (!bAdd)
	{
		ch->PointChange(POINT_PARTY_ATTACKER_BONUS, -ch->GetPoint(POINT_PARTY_ATTACKER_BONUS));
		ch->PointChange(POINT_PARTY_TANKER_BONUS, -ch->GetPoint(POINT_PARTY_TANKER_BONUS));
		ch->PointChange(POINT_PARTY_BUFFER_BONUS, -ch->GetPoint(POINT_PARTY_BUFFER_BONUS));
		ch->PointChange(POINT_PARTY_SKILL_MASTER_BONUS, -ch->GetPoint(POINT_PARTY_SKILL_MASTER_BONUS));
		ch->PointChange(POINT_PARTY_DEFENDER_BONUS, -ch->GetPoint(POINT_PARTY_DEFENDER_BONUS));
		ch->PointChange(POINT_PARTY_HASTE_BONUS, -ch->GetPoint(POINT_PARTY_HASTE_BONUS));
		ch->ComputeBattlePoints();
		return;
	}

	//SKILL_POWER_BY_LEVEL
	float k = (float) ch->GetSkillPowerByLevel( MIN(SKILL_MAX_LEVEL, m_iLeadership ) )/ 100.0f;
	//float k = (float) aiSkillPowerByLevel[MIN(SKILL_MAX_LEVEL, m_iLeadership)] / 100.0f;
	//
	//sys_log(0,"ComputeRolePoint %fi %d, %d ", k, SKILL_MAX_LEVEL, m_iLeadership ); 
	//END_SKILL_POWER_BY_LEVEL

	switch (bRole)
	{
		case PARTY_ROLE_ATTACKER:
			{
				//int iBonus = (int) (10 + 90 * k);
				int iBonus = (int) (10 + 60 * k);

				if (ch->GetPoint(POINT_PARTY_ATTACKER_BONUS) != iBonus)
				{
					ch->PointChange(POINT_PARTY_ATTACKER_BONUS, iBonus - ch->GetPoint(POINT_PARTY_ATTACKER_BONUS));
					ch->ComputePoints();
				}
			}
			break;

		case PARTY_ROLE_TANKER:
			{
				int iBonus = (int) (50 + 1450 * k);

				if (ch->GetPoint(POINT_PARTY_TANKER_BONUS) != iBonus)
				{
					ch->PointChange(POINT_PARTY_TANKER_BONUS, iBonus - ch->GetPoint(POINT_PARTY_TANKER_BONUS));
					ch->ComputePoints();
				}
			}
			break;

		case PARTY_ROLE_BUFFER:
			{
				int iBonus = (int) (5 + 45 * k);

				if (ch->GetPoint(POINT_PARTY_BUFFER_BONUS) != iBonus)
				{
					ch->PointChange(POINT_PARTY_BUFFER_BONUS, iBonus - ch->GetPoint(POINT_PARTY_BUFFER_BONUS));
				}
			}
			break;

		case PARTY_ROLE_SKILL_MASTER:
			{
				int iBonus = (int) (25 + 600 * k);

				if (ch->GetPoint(POINT_PARTY_SKILL_MASTER_BONUS) != iBonus)
				{
					ch->PointChange(POINT_PARTY_SKILL_MASTER_BONUS, iBonus - ch->GetPoint(POINT_PARTY_SKILL_MASTER_BONUS));
					ch->ComputePoints();
				}
			}
			break;
		case PARTY_ROLE_HASTE:
			{
				int iBonus = (int) (1+5*k);
				if (ch->GetPoint(POINT_PARTY_HASTE_BONUS) != iBonus)
				{
					ch->PointChange(POINT_PARTY_HASTE_BONUS, iBonus - ch->GetPoint(POINT_PARTY_HASTE_BONUS));
					ch->ComputePoints();
				}
			}
			break;
		case PARTY_ROLE_DEFENDER:
			{
				int iBonus = (int) (5+30*k);
				if (ch->GetPoint(POINT_PARTY_DEFENDER_BONUS) != iBonus)
				{
					ch->PointChange(POINT_PARTY_DEFENDER_BONUS, iBonus - ch->GetPoint(POINT_PARTY_DEFENDER_BONUS));
					ch->ComputePoints();
				}
			}
			break;
	}
}
开发者ID:cCorax2,项目名称:Source_code,代码行数:92,代码来源:party.cpp

示例8: CalcArrowDamage

int CalcArrowDamage(LPCHARACTER pkAttacker, LPCHARACTER pkVictim, LPITEM pkBow, LPITEM pkArrow, bool bIgnoreDefense)
{
	if (!pkBow || pkBow->GetType() != ITEM_WEAPON || pkBow->GetSubType() != WEAPON_BOW)
		return 0;

	if (!pkArrow)
		return 0;

	// 타격치 계산부
	int iDist = (int) (DISTANCE_SQRT(pkAttacker->GetX() - pkVictim->GetX(), pkAttacker->GetY() - pkVictim->GetY()));
	//int iGap = (iDist / 100) - 5 - pkBow->GetValue(5) - pkAttacker->GetPoint(POINT_BOW_DISTANCE);
	int iGap = (iDist / 100) - 5 - pkAttacker->GetPoint(POINT_BOW_DISTANCE);
	int iPercent = 100 - (iGap * 5);

	if (iPercent <= 0)
		return 0;
	else if (iPercent > 100)
		iPercent = 100;

	int iDam = 0;

	float fAR = CalcAttackRating(pkAttacker, pkVictim, false);
	iDam = number(pkBow->GetValue(3), pkBow->GetValue(4)) * 2 + pkArrow->GetValue(3);
	int iAtk;

	// level must be ignored when multiply by fAR, so subtract it before calculation.
	iAtk = pkAttacker->GetPoint(POINT_ATT_GRADE) + iDam - (pkAttacker->GetLevel() * 2);
	iAtk = (int) (iAtk * fAR);
	iAtk += pkAttacker->GetLevel() * 2; // and add again

	// Refine Grade
	iAtk += pkBow->GetValue(5) * 2;

	iAtk += pkAttacker->GetPoint(POINT_PARTY_ATTACKER_BONUS);
	iAtk = (int) (iAtk * (100 + (pkAttacker->GetPoint(POINT_ATT_BONUS) + pkAttacker->GetPoint(POINT_MELEE_MAGIC_ATT_BONUS_PER))) / 100);

	iAtk = CalcAttBonus(pkAttacker, pkVictim, iAtk);

	int iDef = 0;

	if (!bIgnoreDefense)
		iDef = (pkVictim->GetPoint(POINT_DEF_GRADE) * (100 + pkAttacker->GetPoint(POINT_DEF_BONUS)) / 100);

	if (pkAttacker->IsNPC())
		iAtk = (int) (iAtk * pkAttacker->GetMobDamageMultiply());

	iDam = MAX(0, iAtk - iDef);

	int iPureDam = iDam;

	iPureDam = (iPureDam * iPercent) / 100;

	if (test_server)
	{
		pkAttacker->ChatPacket(CHAT_TYPE_INFO, "ARROW %s -> %s, DAM %d DIST %d GAP %d %% %d",
				pkAttacker->GetName(), 
				pkVictim->GetName(), 
				iPureDam, 
				iDist, iGap, iPercent);
	}

	return iPureDam;
	//return iDam;
}
开发者ID:cCorax2,项目名称:Source_code,代码行数:64,代码来源:battle.cpp

示例9: CalcMeleeDamage

int CalcMeleeDamage(LPCHARACTER pkAttacker, LPCHARACTER pkVictim, bool bIgnoreDefense, bool bIgnoreTargetRating)
{
	LPITEM pWeapon = pkAttacker->GetWear(WEAR_WEAPON);
	bool bPolymorphed = pkAttacker->IsPolymorphed();

	if (pWeapon && !(bPolymorphed && !pkAttacker->IsPolyMaintainStat()))
	{
		if (pWeapon->GetType() != ITEM_WEAPON)
			return 0;

		switch (pWeapon->GetSubType())
		{
			case WEAPON_SWORD:
			case WEAPON_DAGGER:
			case WEAPON_TWO_HANDED:
			case WEAPON_BELL:
			case WEAPON_FAN:
			case WEAPON_MOUNT_SPEAR:
				break;

			case WEAPON_BOW:
				sys_err("CalcMeleeDamage should not handle bows (name: %s)", pkAttacker->GetName());
				return 0;

			default:
				return 0;
		}
	}

	int iDam = 0;
	float fAR = CalcAttackRating(pkAttacker, pkVictim, bIgnoreTargetRating);
	int iDamMin = 0, iDamMax = 0;

	// TESTSERVER_SHOW_ATTACKINFO
	int DEBUG_iDamCur = 0;
	int DEBUG_iDamBonus = 0;
	// END_OF_TESTSERVER_SHOW_ATTACKINFO

	if (bPolymorphed && !pkAttacker->IsPolyMaintainStat())
	{
		// MONKEY_ROD_ATTACK_BUG_FIX
		Item_GetDamage(pWeapon, &iDamMin, &iDamMax);
		// END_OF_MONKEY_ROD_ATTACK_BUG_FIX

		DWORD dwMobVnum = pkAttacker->GetPolymorphVnum();
		const CMob * pMob = CMobManager::instance().Get(dwMobVnum);

		if (pMob)
		{
			int iPower = pkAttacker->GetPolymorphPower();
			iDamMin += pMob->m_table.dwDamageRange[0] * iPower / 100;
			iDamMax += pMob->m_table.dwDamageRange[1] * iPower / 100;
		}
	}
	else if (pWeapon)
	{
		// MONKEY_ROD_ATTACK_BUG_FIX
		Item_GetDamage(pWeapon, &iDamMin, &iDamMax);
		// END_OF_MONKEY_ROD_ATTACK_BUG_FIX
	}
	else if (pkAttacker->IsNPC())
	{
		iDamMin = pkAttacker->GetMobDamageMin();
		iDamMax = pkAttacker->GetMobDamageMax();
	}

	iDam = number(iDamMin, iDamMax) * 2;

	// TESTSERVER_SHOW_ATTACKINFO
	DEBUG_iDamCur = iDam;
	// END_OF_TESTSERVER_SHOW_ATTACKINFO
	//
	int iAtk = 0;

	// level must be ignored when multiply by fAR, so subtract it before calculation.
	iAtk = pkAttacker->GetPoint(POINT_ATT_GRADE) + iDam - (pkAttacker->GetLevel() * 2);
	iAtk = (int) (iAtk * fAR);
	iAtk += pkAttacker->GetLevel() * 2; // and add again

	if (pWeapon)
	{
		iAtk += pWeapon->GetValue(5) * 2;

		// 2004.11.12.myevan.TESTSERVER_SHOW_ATTACKINFO
		DEBUG_iDamBonus = pWeapon->GetValue(5) * 2;
		///////////////////////////////////////////////
	}

	iAtk += pkAttacker->GetPoint(POINT_PARTY_ATTACKER_BONUS); // party attacker role bonus
	iAtk = (int) (iAtk * (100 + (pkAttacker->GetPoint(POINT_ATT_BONUS) + pkAttacker->GetPoint(POINT_MELEE_MAGIC_ATT_BONUS_PER))) / 100);

	iAtk = CalcAttBonus(pkAttacker, pkVictim, iAtk);

	int iDef = 0;

	if (!bIgnoreDefense)
	{
		iDef = (pkVictim->GetPoint(POINT_DEF_GRADE) * (100 + pkVictim->GetPoint(POINT_DEF_BONUS)) / 100);

		if (!pkAttacker->IsPC())
//.........这里部分代码省略.........
开发者ID:cCorax2,项目名称:Source_code,代码行数:101,代码来源:battle.cpp

示例10: CalcAttBonus

int CalcAttBonus(LPCHARACTER pkAttacker, LPCHARACTER pkVictim, int iAtk)
{
	// PvP에는 적용하지않음
	if (!pkVictim->IsPC())
		iAtk += pkAttacker->GetMarriageBonus(UNIQUE_ITEM_MARRIAGE_ATTACK_BONUS);

	// PvP에는 적용하지않음
	if (!pkAttacker->IsPC())
	{
		int iReduceDamagePct = pkVictim->GetMarriageBonus(UNIQUE_ITEM_MARRIAGE_TRANSFER_DAMAGE);
		iAtk = iAtk * (100 + iReduceDamagePct) / 100;
	}

	if (pkAttacker->IsNPC() && pkVictim->IsPC())
	{
		iAtk = (iAtk * CHARACTER_MANAGER::instance().GetMobDamageRate(pkAttacker)) / 100;
	}

	if (pkVictim->IsNPC())
	{
		if (pkVictim->IsRaceFlag(RACE_FLAG_ANIMAL))
			iAtk += (iAtk * pkAttacker->GetPoint(POINT_ATTBONUS_ANIMAL)) / 100;
		else if (pkVictim->IsRaceFlag(RACE_FLAG_UNDEAD))
			iAtk += (iAtk * pkAttacker->GetPoint(POINT_ATTBONUS_UNDEAD)) / 100;
		else if (pkVictim->IsRaceFlag(RACE_FLAG_DEVIL))
			iAtk += (iAtk * pkAttacker->GetPoint(POINT_ATTBONUS_DEVIL)) / 100;
		else if (pkVictim->IsRaceFlag(RACE_FLAG_HUMAN))
			iAtk += (iAtk * pkAttacker->GetPoint(POINT_ATTBONUS_HUMAN)) / 100;
		else if (pkVictim->IsRaceFlag(RACE_FLAG_ORC))
			iAtk += (iAtk * pkAttacker->GetPoint(POINT_ATTBONUS_ORC)) / 100;
		else if (pkVictim->IsRaceFlag(RACE_FLAG_MILGYO))
			iAtk += (iAtk * pkAttacker->GetPoint(POINT_ATTBONUS_MILGYO)) / 100;
		else if (pkVictim->IsRaceFlag(RACE_FLAG_INSECT))
			iAtk += (iAtk * pkAttacker->GetPoint(POINT_ATTBONUS_INSECT)) / 100;
		else if (pkVictim->IsRaceFlag(RACE_FLAG_FIRE))
			iAtk += (iAtk * pkAttacker->GetPoint(POINT_ATTBONUS_FIRE)) / 100;
		else if (pkVictim->IsRaceFlag(RACE_FLAG_ICE))
			iAtk += (iAtk * pkAttacker->GetPoint(POINT_ATTBONUS_ICE)) / 100;
		else if (pkVictim->IsRaceFlag(RACE_FLAG_DESERT))
			iAtk += (iAtk * pkAttacker->GetPoint(POINT_ATTBONUS_DESERT)) / 100;
		else if (pkVictim->IsRaceFlag(RACE_FLAG_TREE))
			iAtk += (iAtk * pkAttacker->GetPoint(POINT_ATTBONUS_TREE)) / 100;

		iAtk += (iAtk * pkAttacker->GetPoint(POINT_ATTBONUS_MONSTER)) / 100;
	}
	else if (pkVictim->IsPC())
	{
		iAtk += (iAtk * pkAttacker->GetPoint(POINT_ATTBONUS_HUMAN)) / 100;

		switch (pkVictim->GetJob())
		{
			case JOB_WARRIOR:
				iAtk += (iAtk * pkAttacker->GetPoint(POINT_ATTBONUS_WARRIOR)) / 100;
				break;

			case JOB_ASSASSIN:
				iAtk += (iAtk * pkAttacker->GetPoint(POINT_ATTBONUS_ASSASSIN)) / 100;
				break;

			case JOB_SURA:
				iAtk += (iAtk * pkAttacker->GetPoint(POINT_ATTBONUS_SURA)) / 100;
				break;

			case JOB_SHAMAN:
				iAtk += (iAtk * pkAttacker->GetPoint(POINT_ATTBONUS_SHAMAN)) / 100;
				break;
		}
	}

	if (pkAttacker->IsPC() == true)
	{
		switch (pkAttacker->GetJob())
		{
			case JOB_WARRIOR:
				iAtk -= (iAtk * pkVictim->GetPoint(POINT_RESIST_WARRIOR)) / 100;
				break;
				
			case JOB_ASSASSIN:
				iAtk -= (iAtk * pkVictim->GetPoint(POINT_RESIST_ASSASSIN)) / 100;
				break;
				
			case JOB_SURA:
				iAtk -= (iAtk * pkVictim->GetPoint(POINT_RESIST_SURA)) / 100;
				break;

			case JOB_SHAMAN:
				iAtk -= (iAtk * pkVictim->GetPoint(POINT_RESIST_SHAMAN)) / 100;
				break;
		}
	}

	//[ mob -> PC ] 원소 속성 방어 적용
	//2013/01/17
	//몬스터 속성공격 데미지의 30%에 해당하는 수치에만 저항이 적용됨.
	if (pkAttacker->IsNPC() && pkVictim->IsPC())
	{
		if (pkAttacker->IsRaceFlag(RACE_FLAG_ATT_ELEC))
			iAtk -= (iAtk * 30 * pkVictim->GetPoint(POINT_RESIST_ELEC))		/ 10000;
		else if (pkAttacker->IsRaceFlag(RACE_FLAG_ATT_FIRE))
			iAtk -= (iAtk * 30 * pkVictim->GetPoint(POINT_RESIST_FIRE))		/ 10000;
//.........这里部分代码省略.........
开发者ID:cCorax2,项目名称:Source_code,代码行数:101,代码来源:battle.cpp


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