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209
dist/ba_data/python/bastd/actor/zoomtext.py
vendored
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209
dist/ba_data/python/bastd/actor/zoomtext.py
vendored
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# Released under the MIT License. See LICENSE for details.
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#
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"""Defined Actor(s)."""
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from __future__ import annotations
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import random
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from typing import TYPE_CHECKING
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import ba
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if TYPE_CHECKING:
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from typing import Any, Sequence
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class ZoomText(ba.Actor):
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"""Big Zooming Text.
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Category: Gameplay Classes
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Used for things such as the 'BOB WINS' victory messages.
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"""
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def __init__(
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self,
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text: str | ba.Lstr,
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position: tuple[float, float] = (0.0, 0.0),
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shiftposition: tuple[float, float] | None = None,
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shiftdelay: float | None = None,
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lifespan: float | None = None,
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flash: bool = True,
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trail: bool = True,
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h_align: str = 'center',
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color: Sequence[float] = (0.9, 0.4, 0.0),
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jitter: float = 0.0,
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trailcolor: Sequence[float] = (1.0, 0.35, 0.1, 0.0),
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scale: float = 1.0,
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project_scale: float = 1.0,
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tilt_translate: float = 0.0,
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maxwidth: float | None = None,
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):
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# pylint: disable=too-many-locals
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super().__init__()
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self._dying = False
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positionadjusted = (position[0], position[1] - 100)
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if shiftdelay is None:
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shiftdelay = 2.500
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if shiftdelay < 0.0:
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ba.print_error('got shiftdelay < 0')
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shiftdelay = 0.0
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self._project_scale = project_scale
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self.node = ba.newnode(
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'text',
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delegate=self,
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attrs={
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'position': positionadjusted,
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'big': True,
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'text': text,
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'trail': trail,
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'vr_depth': 0,
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'shadow': 0.0 if trail else 0.3,
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'scale': scale,
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'maxwidth': maxwidth if maxwidth is not None else 0.0,
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'tilt_translate': tilt_translate,
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'h_align': h_align,
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'v_align': 'center',
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},
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)
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# we never jitter in vr mode..
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if ba.app.vr_mode:
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jitter = 0.0
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# if they want jitter, animate its position slightly...
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if jitter > 0.0:
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self._jitter(positionadjusted, jitter * scale)
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# if they want shifting, move to the shift position and
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# then resume jittering
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if shiftposition is not None:
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positionadjusted2 = (shiftposition[0], shiftposition[1] - 100)
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ba.timer(
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shiftdelay,
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ba.WeakCall(self._shift, positionadjusted, positionadjusted2),
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)
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if jitter > 0.0:
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ba.timer(
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shiftdelay + 0.25,
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ba.WeakCall(
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self._jitter, positionadjusted2, jitter * scale
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),
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)
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color_combine = ba.newnode(
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'combine',
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owner=self.node,
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attrs={'input2': color[2], 'input3': 1.0, 'size': 4},
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)
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if trail:
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trailcolor_n = ba.newnode(
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'combine',
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owner=self.node,
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attrs={
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'size': 3,
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'input0': trailcolor[0],
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'input1': trailcolor[1],
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'input2': trailcolor[2],
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},
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)
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trailcolor_n.connectattr('output', self.node, 'trailcolor')
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basemult = 0.85
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ba.animate(
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self.node,
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'trail_project_scale',
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{
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0: 0 * project_scale,
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basemult * 0.201: 0.6 * project_scale,
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basemult * 0.347: 0.8 * project_scale,
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basemult * 0.478: 0.9 * project_scale,
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basemult * 0.595: 0.93 * project_scale,
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basemult * 0.748: 0.95 * project_scale,
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basemult * 0.941: 0.95 * project_scale,
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},
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)
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if flash:
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mult = 2.0
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tm1 = 0.15
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tm2 = 0.3
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ba.animate(
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color_combine,
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'input0',
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{0: color[0] * mult, tm1: color[0], tm2: color[0] * mult},
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loop=True,
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)
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ba.animate(
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color_combine,
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'input1',
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{0: color[1] * mult, tm1: color[1], tm2: color[1] * mult},
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loop=True,
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)
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ba.animate(
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color_combine,
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'input2',
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{0: color[2] * mult, tm1: color[2], tm2: color[2] * mult},
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loop=True,
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)
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else:
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color_combine.input0 = color[0]
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color_combine.input1 = color[1]
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color_combine.connectattr('output', self.node, 'color')
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ba.animate(
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self.node,
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'project_scale',
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{0: 0, 0.27: 1.05 * project_scale, 0.3: 1 * project_scale},
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)
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# if they give us a lifespan, kill ourself down the line
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if lifespan is not None:
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ba.timer(lifespan, ba.WeakCall(self.handlemessage, ba.DieMessage()))
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def handlemessage(self, msg: Any) -> Any:
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assert not self.expired
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if isinstance(msg, ba.DieMessage):
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if not self._dying and self.node:
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self._dying = True
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if msg.immediate:
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self.node.delete()
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else:
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ba.animate(
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self.node,
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'project_scale',
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{
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0.0: 1 * self._project_scale,
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0.6: 1.2 * self._project_scale,
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},
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)
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ba.animate(self.node, 'opacity', {0.0: 1, 0.3: 0})
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ba.animate(self.node, 'trail_opacity', {0.0: 1, 0.6: 0})
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ba.timer(0.7, self.node.delete)
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return None
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return super().handlemessage(msg)
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def _jitter(
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self, position: tuple[float, float], jitter_amount: float
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) -> None:
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if not self.node:
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return
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cmb = ba.newnode('combine', owner=self.node, attrs={'size': 2})
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for index, attr in enumerate(['input0', 'input1']):
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keys = {}
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timeval = 0.0
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# gen some random keys for that stop-motion-y look
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for _i in range(10):
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keys[timeval] = (
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position[index]
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+ (random.random() - 0.5) * jitter_amount * 1.6
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)
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timeval += random.random() * 0.1
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ba.animate(cmb, attr, keys, loop=True)
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cmb.connectattr('output', self.node, 'position')
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def _shift(
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self, position1: tuple[float, float], position2: tuple[float, float]
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) -> None:
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if not self.node:
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return
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cmb = ba.newnode('combine', owner=self.node, attrs={'size': 2})
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ba.animate(cmb, 'input0', {0.0: position1[0], 0.25: position2[0]})
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ba.animate(cmb, 'input1', {0.0: position1[1], 0.25: position2[1]})
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cmb.connectattr('output', self.node, 'position')
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