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FPSInputController & CharacterMotor for Unity 2018+
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the old FPSInputController in Standard Assets doesn't work in Unity 2018 because support for javascript was removed. | |
here's an 'as fast as i could' conversion to c#, might be helpful for people |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
[System.Serializable] | |
public class CharacterMotorSliding { | |
// Does the character slide on too steep surfaces? | |
public bool enabled = true; | |
// How fast does the character slide on steep surfaces? | |
public float slidingSpeed = 15f; | |
// How much can the player control the sliding direction? | |
// If the value is 0.5 the player can slide sideways with half the speed of the downwards sliding speed. | |
public float sidewaysControl = 1.0f; | |
// How much can the player influence the sliding speed? | |
// If the value is 0.5 the player can speed the sliding up to 150% or slow it down to 50%. | |
public float speedControl = 0.4f; | |
} | |
public enum MovementTransferOnJump { | |
None, // The jump is not affected by velocity of floor at all. | |
InitTransfer, // Jump gets its initial velocity from the floor, then gradualy comes to a stop. | |
PermaTransfer, // Jump gets its initial velocity from the floor, and keeps that velocity until landing. | |
PermaLocked // Jump is relative to the movement of the last touched floor and will move together with that floor. | |
} | |
[System.Serializable] | |
public class CharacterMotorMovingPlatform | |
{ | |
public bool enabled = true; | |
public MovementTransferOnJump movementTransfer = MovementTransferOnJump.PermaTransfer; | |
[System.NonSerialized] public Transform hitPlatform; | |
[System.NonSerialized] public Transform activePlatform; | |
[System.NonSerialized] public Vector3 activeLocalPoint; | |
[System.NonSerialized] public Vector3 activeGlobalPoint; | |
[System.NonSerialized] public Quaternion activeLocalRotation; | |
[System.NonSerialized] public Quaternion activeGlobalRotation; | |
[System.NonSerialized] public Matrix4x4 lastMatrix; | |
[System.NonSerialized] public Vector3 platformVelocity; | |
[System.NonSerialized] public bool newPlatform; | |
} | |
[System.Serializable] | |
public class CharacterMotorJumping | |
{ | |
// Can the character jump? | |
public bool enabled = true; | |
// How high do we jump when pressing jump and letting go immediately | |
public float baseHeight = 1.0f; | |
// We add extraHeight units (meters) on top when holding the button down longer while jumping | |
public float extraHeight = 4.1f; | |
// How much does the character jump out perpendicular to the surface on walkable surfaces? | |
// 0 means a fully vertical jump and 1 means fully perpendicular. | |
public float perpAmount = 0.0f; | |
// How much does the character jump out perpendicular to the surface on too steep surfaces? | |
// 0 means a fully vertical jump and 1 means fully perpendicular. | |
public float steepPerpAmount = 0.5f; | |
// For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view. | |
// Very handy for organization! | |
// Are we jumping? (Initiated with jump button and not grounded yet) | |
// To see if we are just in the air (initiated by jumping OR falling) see the grounded variable. | |
[System.NonSerialized] public bool jumping = false; | |
[System.NonSerialized] public bool holdingJumpButton = false; | |
[System.NonSerialized] public float lastStartTime = 0f; | |
[System.NonSerialized] public float lastButtonDownTime = -100f; | |
[System.NonSerialized] public Vector3 jumpDir = Vector3.up; | |
} | |
[System.Serializable] | |
public class CharacterMotorMovement { | |
// The maximum horizontal speed when moving | |
public float maxForwardSpeed = 10.0f; | |
public float maxSidewaysSpeed = 10.0f; | |
public float maxBackwardsSpeed = 10.0f; | |
// Curve for multiplying speed based on slope (negative = downwards) | |
public AnimationCurve slopeSpeedMultiplier = new AnimationCurve(new Keyframe(-90, 1), new Keyframe(0, 1), new Keyframe(90, 0)); | |
// How fast does the character change speeds? Higher is faster. | |
public float maxGroundAcceleration = 30.0f; | |
public float maxAirAcceleration = 20.0f; | |
// The gravity for the character | |
public float gravity = 10.0f; | |
public float maxFallSpeed = 20.0f; | |
// For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view. | |
// Very handy for organization! | |
// The last collision flags returned from controller.Move | |
[System.NonSerialized] public CollisionFlags collisionFlags; | |
[System.NonSerialized] public Vector3 velocity; | |
[System.NonSerialized] public Vector3 frameVelocity = Vector3.zero; | |
[System.NonSerialized] public Vector3 hitPoint = Vector3.zero; | |
[System.NonSerialized] public Vector3 lastHitPoint = new Vector3(Mathf.Infinity, 0f, 0f); | |
} | |
[RequireComponent(typeof(CharacterController))] | |
public class CharacterMotor : MonoBehaviour | |
{ | |
private CharacterController controller; | |
private Transform tr; | |
private Vector3 lastGroundNormal = Vector3.zero; | |
[System.NonSerialized] public Vector3 groundNormal = Vector3.zero; | |
[System.NonSerialized] public bool grounded = true; | |
public CharacterMotorMovement movement = new CharacterMotorMovement(); | |
public CharacterMotorJumping jumping = new CharacterMotorJumping(); | |
public CharacterMotorMovingPlatform movingPlatform = new CharacterMotorMovingPlatform(); | |
public CharacterMotorSliding sliding = new CharacterMotorSliding(); | |
[System.NonSerialized] public bool inputJump = false; | |
[System.NonSerialized] public Vector3 inputMoveDirection = Vector3.zero; | |
public bool useFixedUpdate = true; | |
public bool canControl = true; | |
// Start is called before the first frame update | |
void Awake () | |
{ | |
controller = GetComponent<CharacterController>(); | |
tr = transform; | |
} | |
void Update() | |
{ | |
if (!useFixedUpdate) | |
UpdateFunction(); | |
} | |
// Update is called once per frame | |
void FixedUpdate() | |
{ | |
if (movingPlatform.enabled) { | |
if (movingPlatform.activePlatform != null) { | |
if (!movingPlatform.newPlatform) { | |
var lastVelocity = movingPlatform.platformVelocity; | |
movingPlatform.platformVelocity = ( | |
movingPlatform.activePlatform.localToWorldMatrix.MultiplyPoint3x4(movingPlatform.activeLocalPoint) | |
- movingPlatform.lastMatrix.MultiplyPoint3x4(movingPlatform.activeLocalPoint) | |
) / Time.deltaTime; | |
} | |
movingPlatform.lastMatrix = movingPlatform.activePlatform.localToWorldMatrix; | |
movingPlatform.newPlatform = false; | |
} | |
else { | |
movingPlatform.platformVelocity = Vector3.zero; | |
} | |
} | |
if (useFixedUpdate) | |
UpdateFunction(); | |
} | |
void UpdateFunction() | |
{ | |
// We copy the actual velocity into a temporary variable that we can manipulate. | |
Vector3 velocity = movement.velocity; | |
// Update velocity based on input | |
velocity = ApplyInputVelocityChange(velocity); | |
// Apply gravity and jumping force | |
velocity = ApplyGravityAndJumping (velocity); | |
// Moving platform support | |
Vector3 moveDistance = Vector3.zero; | |
if (MoveWithPlatform()) { | |
Vector3 newGlobalPoint = movingPlatform.activePlatform.TransformPoint(movingPlatform.activeLocalPoint); | |
moveDistance = (newGlobalPoint - movingPlatform.activeGlobalPoint); | |
if (moveDistance != Vector3.zero) | |
controller.Move(moveDistance); | |
// Support moving platform rotation as well: | |
Quaternion newGlobalRotation = movingPlatform.activePlatform.rotation * movingPlatform.activeLocalRotation; | |
Quaternion rotationDiff = newGlobalRotation * Quaternion.Inverse(movingPlatform.activeGlobalRotation); | |
var yRotation = rotationDiff.eulerAngles.y; | |
if (yRotation != 0) { | |
// Prevent rotation of the local up vector | |
tr.Rotate(0, yRotation, 0); | |
} | |
} | |
// Save lastPosition for velocity calculation. | |
Vector3 lastPosition = tr.position; | |
// We always want the movement to be framerate independent. Multiplying by Time.deltaTime does this. | |
Vector3 currentMovementOffset = velocity * Time.deltaTime; | |
// Find out how much we need to push towards the ground to avoid loosing grouning | |
// when walking down a step or over a sharp change in slope. | |
float pushDownOffset = Mathf.Max(controller.stepOffset, new Vector3(currentMovementOffset.x, 0, currentMovementOffset.z).magnitude); | |
if (grounded) | |
currentMovementOffset -= pushDownOffset * Vector3.up; | |
// Reset variables that will be set by collision function | |
movingPlatform.hitPlatform = null; | |
groundNormal = Vector3.zero; | |
// Move our character! | |
movement.collisionFlags = controller.Move (currentMovementOffset); | |
movement.lastHitPoint = movement.hitPoint; | |
lastGroundNormal = groundNormal; | |
if (movingPlatform.enabled && movingPlatform.activePlatform != movingPlatform.hitPlatform) { | |
if (movingPlatform.hitPlatform != null) { | |
movingPlatform.activePlatform = movingPlatform.hitPlatform; | |
movingPlatform.lastMatrix = movingPlatform.hitPlatform.localToWorldMatrix; | |
movingPlatform.newPlatform = true; | |
} | |
} | |
// Calculate the velocity based on the current and previous position. | |
// This means our velocity will only be the amount the character actually moved as a result of collisions. | |
Vector3 oldHVelocity = new Vector3(velocity.x, 0, velocity.z); | |
movement.velocity = (tr.position - lastPosition) / Time.deltaTime; | |
Vector3 newHVelocity = new Vector3(movement.velocity.x, 0, movement.velocity.z); | |
// The CharacterController can be moved in unwanted directions when colliding with things. | |
// We want to prevent this from influencing the recorded velocity. | |
if (oldHVelocity == Vector3.zero) { | |
movement.velocity = new Vector3(0, movement.velocity.y, 0); | |
} | |
else { | |
var projectedNewVelocity = Vector3.Dot(newHVelocity, oldHVelocity) / oldHVelocity.sqrMagnitude; | |
movement.velocity = oldHVelocity * Mathf.Clamp01(projectedNewVelocity) + movement.velocity.y * Vector3.up; | |
} | |
if (movement.velocity.y < velocity.y - 0.001) { | |
if (movement.velocity.y < 0) { | |
// Something is forcing the CharacterController down faster than it should. | |
// Ignore this | |
movement.velocity.y = velocity.y; | |
} | |
else { | |
// The upwards movement of the CharacterController has been blocked. | |
// This is treated like a ceiling collision - stop further jumping here. | |
jumping.holdingJumpButton = false; | |
} | |
} | |
// We were grounded but just loosed grounding | |
if (grounded && !IsGroundedTest()) { | |
grounded = false; | |
// Apply inertia from platform | |
if (movingPlatform.enabled && | |
(movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer || | |
movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer) | |
) { | |
movement.frameVelocity = movingPlatform.platformVelocity; | |
movement.velocity += movingPlatform.platformVelocity; | |
} | |
SendMessage("OnFall", SendMessageOptions.DontRequireReceiver); | |
// We pushed the character down to ensure it would stay on the ground if there was any. | |
// But there wasn't so now we cancel the downwards offset to make the fall smoother. | |
tr.position += pushDownOffset * Vector3.up; | |
} | |
// We were not grounded but just landed on something | |
else if (!grounded && IsGroundedTest()) { | |
grounded = true; | |
jumping.jumping = false; | |
SubtractNewPlatformVelocity(); | |
SendMessage("OnLand", SendMessageOptions.DontRequireReceiver); | |
} | |
// Moving platforms support | |
if (MoveWithPlatform()) { | |
// Use the center of the lower half sphere of the capsule as reference point. | |
// This works best when the character is standing on moving tilting platforms. | |
movingPlatform.activeGlobalPoint = tr.position + Vector3.up * (controller.center.y - controller.height*0.5f + controller.radius); | |
movingPlatform.activeLocalPoint = movingPlatform.activePlatform.InverseTransformPoint(movingPlatform.activeGlobalPoint); | |
// Support moving platform rotation as well: | |
movingPlatform.activeGlobalRotation = tr.rotation; | |
movingPlatform.activeLocalRotation = Quaternion.Inverse(movingPlatform.activePlatform.rotation) * movingPlatform.activeGlobalRotation; | |
} | |
} | |
Vector3 ApplyInputVelocityChange(Vector3 velocity) | |
{ | |
if (!canControl) | |
inputMoveDirection = Vector3.zero; | |
// Find desired velocity | |
Vector3 desiredVelocity = Vector3.zero; | |
if (grounded && TooSteep()) { | |
// The direction we're sliding in | |
desiredVelocity = new Vector3(groundNormal.x, 0, groundNormal.z).normalized; | |
// Find the input movement direction projected onto the sliding direction | |
var projectedMoveDir = Vector3.Project(inputMoveDirection, desiredVelocity); | |
// Add the sliding direction, the spped control, and the sideways control vectors | |
desiredVelocity = desiredVelocity + projectedMoveDir * sliding.speedControl + (inputMoveDirection - projectedMoveDir) * sliding.sidewaysControl; | |
// Multiply with the sliding speed | |
desiredVelocity *= sliding.slidingSpeed; | |
} | |
else | |
desiredVelocity = GetDesiredHorizontalVelocity(); | |
if (movingPlatform.enabled && movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer) { | |
desiredVelocity += movement.frameVelocity; | |
desiredVelocity.y = 0; | |
} | |
if (grounded) | |
desiredVelocity = AdjustGroundVelocityToNormal(desiredVelocity, groundNormal); | |
else | |
velocity.y = 0; | |
// Enforce max velocity change | |
var maxVelocityChange = GetMaxAcceleration(grounded) * Time.deltaTime; | |
var velocityChangeVector = (desiredVelocity - velocity); | |
if (velocityChangeVector.sqrMagnitude > maxVelocityChange * maxVelocityChange) { | |
velocityChangeVector = velocityChangeVector.normalized * maxVelocityChange; | |
} | |
// If we're in the air and don't have control, don't apply any velocity change at all. | |
// If we're on the ground and don't have control we do apply it - it will correspond to friction. | |
if (grounded || canControl) | |
velocity += velocityChangeVector; | |
if (grounded) { | |
// When going uphill, the CharacterController will automatically move up by the needed amount. | |
// Not moving it upwards manually prevent risk of lifting off from the ground. | |
// When going downhill, DO move down manually, as gravity is not enough on steep hills. | |
velocity.y = Mathf.Min(velocity.y, 0); | |
} | |
return velocity; | |
} | |
private Vector3 ApplyGravityAndJumping (Vector3 velocity) { | |
if (!inputJump || !canControl) { | |
jumping.holdingJumpButton = false; | |
jumping.lastButtonDownTime = -100; | |
} | |
if (inputJump && jumping.lastButtonDownTime < 0 && canControl) | |
jumping.lastButtonDownTime = Time.time; | |
if (grounded) | |
velocity.y = Mathf.Min(0, velocity.y) - movement.gravity * Time.deltaTime; | |
else { | |
velocity.y = movement.velocity.y - movement.gravity * Time.deltaTime; | |
// When jumping up we don't apply gravity for some time when the user is holding the jump button. | |
// This gives more control over jump height by pressing the button longer. | |
if (jumping.jumping && jumping.holdingJumpButton) { | |
// Calculate the duration that the extra jump force should have effect. | |
// If we're still less than that duration after the jumping time, apply the force. | |
if (Time.time < jumping.lastStartTime + jumping.extraHeight / CalculateJumpVerticalSpeed(jumping.baseHeight)) { | |
// Negate the gravity we just applied, except we push in jumpDir rather than jump upwards. | |
velocity += jumping.jumpDir * movement.gravity * Time.deltaTime; | |
} | |
} | |
// Make sure we don't fall any faster than maxFallSpeed. This gives our character a terminal velocity. | |
velocity.y = Mathf.Max (velocity.y, -movement.maxFallSpeed); | |
} | |
if (grounded) { | |
// Jump only if the jump button was pressed down in the last 0.2 seconds. | |
// We use this check instead of checking if it's pressed down right now | |
// because players will often try to jump in the exact moment when hitting the ground after a jump | |
// and if they hit the button a fraction of a second too soon and no new jump happens as a consequence, | |
// it's confusing and it feels like the game is buggy. | |
if (jumping.enabled && canControl && (Time.time - jumping.lastButtonDownTime < 0.2)) { | |
grounded = false; | |
jumping.jumping = true; | |
jumping.lastStartTime = Time.time; | |
jumping.lastButtonDownTime = -100; | |
jumping.holdingJumpButton = true; | |
// Calculate the jumping direction | |
if (TooSteep()) | |
jumping.jumpDir = Vector3.Slerp(Vector3.up, groundNormal, jumping.steepPerpAmount); | |
else | |
jumping.jumpDir = Vector3.Slerp(Vector3.up, groundNormal, jumping.perpAmount); | |
// Apply the jumping force to the velocity. Cancel any vertical velocity first. | |
velocity.y = 0; | |
velocity += jumping.jumpDir * CalculateJumpVerticalSpeed (jumping.baseHeight); | |
// Apply inertia from platform | |
if (movingPlatform.enabled && | |
(movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer || | |
movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer) | |
) { | |
movement.frameVelocity = movingPlatform.platformVelocity; | |
velocity += movingPlatform.platformVelocity; | |
} | |
SendMessage("OnJump", SendMessageOptions.DontRequireReceiver); | |
} | |
else { | |
jumping.holdingJumpButton = false; | |
} | |
} | |
return velocity; | |
} | |
void OnControllerColliderHit (ControllerColliderHit hit) { | |
if (hit.normal.y > 0 && hit.normal.y > groundNormal.y && hit.moveDirection.y < 0) { | |
if ((hit.point - movement.lastHitPoint).sqrMagnitude > 0.001 || lastGroundNormal == Vector3.zero) | |
groundNormal = hit.normal; | |
else | |
groundNormal = lastGroundNormal; | |
movingPlatform.hitPlatform = hit.collider.transform; | |
movement.hitPoint = hit.point; | |
movement.frameVelocity = Vector3.zero; | |
} | |
} | |
private IEnumerator SubtractNewPlatformVelocity () { | |
// When landing, subtract the velocity of the new ground from the character's velocity | |
// since movement in ground is relative to the movement of the ground. | |
if (movingPlatform.enabled && | |
(movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer || | |
movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer) | |
) { | |
// If we landed on a new platform, we have to wait for two FixedUpdates | |
// before we know the velocity of the platform under the character | |
if (movingPlatform.newPlatform) { | |
Transform platform = movingPlatform.activePlatform; | |
yield return new WaitForFixedUpdate(); | |
yield return new WaitForFixedUpdate(); | |
if (grounded && platform == movingPlatform.activePlatform) | |
yield return 1; | |
} | |
movement.velocity -= movingPlatform.platformVelocity; | |
} | |
} | |
private bool MoveWithPlatform () { | |
return ( | |
movingPlatform.enabled | |
&& (grounded || movingPlatform.movementTransfer == MovementTransferOnJump.PermaLocked) | |
&& movingPlatform.activePlatform != null | |
); | |
} | |
private Vector3 GetDesiredHorizontalVelocity () | |
{ | |
// Find desired velocity | |
var desiredLocalDirection = tr.InverseTransformDirection(inputMoveDirection); | |
var maxSpeed = MaxSpeedInDirection(desiredLocalDirection); | |
if (grounded) { | |
// Modify max speed on slopes based on slope speed multiplier curve | |
var movementSlopeAngle = Mathf.Asin(movement.velocity.normalized.y) * Mathf.Rad2Deg; | |
maxSpeed *= movement.slopeSpeedMultiplier.Evaluate(movementSlopeAngle); | |
} | |
return tr.TransformDirection(desiredLocalDirection * maxSpeed); | |
} | |
private Vector3 AdjustGroundVelocityToNormal (Vector3 hVelocity, Vector3 groundNormal) { | |
var sideways = Vector3.Cross(Vector3.up, hVelocity); | |
return Vector3.Cross(sideways, groundNormal).normalized * hVelocity.magnitude; | |
} | |
private bool IsGroundedTest () { | |
return (groundNormal.y > 0.01f); | |
} | |
float GetMaxAcceleration (bool grounded) | |
{ | |
// Maximum acceleration on ground and in air | |
if (grounded) | |
return movement.maxGroundAcceleration; | |
else | |
return movement.maxAirAcceleration; | |
} | |
float CalculateJumpVerticalSpeed (float targetJumpHeight) | |
{ | |
// From the jump height and gravity we deduce the upwards speed | |
// for the character to reach at the apex. | |
return Mathf.Sqrt (2 * targetJumpHeight * movement.gravity); | |
} | |
bool IsJumping () { | |
return jumping.jumping; | |
} | |
bool IsSliding () { | |
return (grounded && sliding.enabled && TooSteep()); | |
} | |
bool IsTouchingCeiling () { | |
return (movement.collisionFlags & CollisionFlags.CollidedAbove) != 0; | |
} | |
bool IsGrounded () { | |
return grounded; | |
} | |
bool TooSteep () { | |
return (groundNormal.y <= Mathf.Cos(controller.slopeLimit * Mathf.Deg2Rad)); | |
} | |
Vector3 GetDirection () { | |
return inputMoveDirection; | |
} | |
void SetControllable (bool controllable) { | |
canControl = controllable; | |
} | |
// Project a direction onto elliptical quater segments based on forward, sideways, and backwards speed. | |
// The function returns the length of the resulting vector. | |
float MaxSpeedInDirection (Vector3 desiredMovementDirection) | |
{ | |
if (desiredMovementDirection == Vector3.zero) | |
return 0; | |
else { | |
var zAxisEllipseMultiplier = (desiredMovementDirection.z > 0 ? movement.maxForwardSpeed : movement.maxBackwardsSpeed) / movement.maxSidewaysSpeed; | |
var temp = new Vector3(desiredMovementDirection.x, 0, desiredMovementDirection.z / zAxisEllipseMultiplier).normalized; | |
var length = new Vector3(temp.x, 0, temp.z * zAxisEllipseMultiplier).magnitude * movement.maxSidewaysSpeed; | |
return length; | |
} | |
} | |
void SetVelocity (Vector3 velocity) | |
{ | |
grounded = false; | |
movement.velocity = velocity; | |
movement.frameVelocity = Vector3.zero; | |
SendMessage("OnExternalVelocity"); | |
} | |
} |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
[RequireComponent(typeof(CharacterMotor))] | |
public class FPSInputController : MonoBehaviour | |
{ | |
private CharacterMotor motor; | |
// Use this for initialization | |
void Awake () | |
{ | |
motor = GetComponent<CharacterMotor>(); | |
} | |
// Update is called once per frame | |
void Update () { | |
// Get the input vector from kayboard or analog stick | |
var directionVector = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical")); | |
if (directionVector != Vector3.zero) { | |
// Get the length of the directon vector and then normalize it | |
// Dividing by the length is cheaper than normalizing when we already have the length anyway | |
var directionLength = directionVector.magnitude; | |
directionVector = directionVector / directionLength; | |
// Make sure the length is no bigger than 1 | |
directionLength = Mathf.Min(1, directionLength); | |
// Make the input vector more sensitive towards the extremes and less sensitive in the middle | |
// This makes it easier to control slow speeds when using analog sticks | |
directionLength = directionLength * directionLength; | |
// Multiply the normalized direction vector by the modified length | |
directionVector = directionVector * directionLength; | |
} | |
// Apply the direction to the CharacterMotor | |
motor.inputMoveDirection = transform.rotation * directionVector; | |
motor.inputJump = Input.GetButton("Jump"); | |
} | |
} |
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