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Headers, Formatting
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@ -1,13 +1,17 @@
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/*
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* Author: commy2
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*
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* Called on unit initialization. Adds earplugs if the unit is equipped with either a really loud primary weapon or a rocket launcher.
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*
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* Argument:
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* 0: A Soldier (Object)
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* Arguments:
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* 0: A Soldier <Object>
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*
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* Return value:
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* Nothing
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* Return Value:
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* None
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*
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* Example:
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* [guy] call ace_hearing_fnc_addEarPlugs
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*
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* Public: No
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*/
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#include "script_component.hpp"
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@ -1,13 +1,18 @@
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/*
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* Author: KoffeinFlummi, commy2
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*
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* Creates ear ringing effect with set strength.
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*
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* Arguments:
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* 0: strength of ear ringing (Number between 0 and 1)
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* 0: Unit (player) <OBJECT>
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* 1: strength of ear ringing (Number between 0 and 1) <NUMBER>
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*
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* Return Value:
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* none
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* None
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*
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* Example:
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* [clientExplosionEvent] call ace_hearing_fnc_earRinging
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*
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* Public: No
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*/
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#include "script_component.hpp"
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@ -1,13 +1,18 @@
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/*
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* Author: KoffeinFlummi, commy2
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*
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* Handles deafness due to explosions going off near the player.
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*
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* Arguments:
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* -> Explosion Event Handler
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* 0: vehicle - Object the event handler is assigned to (player) <OBJECT>
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* 1: damage - Damage inflicted to the object <NUMBER>
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*
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* Return Value:
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* none
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* None
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*
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* Example:
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* [clientExplosionEvent] call ace_hearing_fnc_explosionNear
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*
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* Public: No
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*/
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#include "script_component.hpp"
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@ -1,13 +1,23 @@
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/*
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* Author: KoffeinFlummi, commy2
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*
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* Handles deafness due to large-caliber weapons going off near the player.
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*
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* Arguments:
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* -> FiredNear Event Handler
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* 0: Unit - Object the event handler is assigned to <OBJECT>
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* 1: Firer: Object - Object which fires a weapon near the unit <OBJECT>
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* 2: Distance - Distance in meters between the unit and firer <NUMBER>
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* 3: weapon - Fired weapon <STRING>
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* 4: muzzle - Muzzle that was used <STRING>
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* 5: mod - Current mode of the fired weapon <STRING>
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* 6: ammo - Ammo used <STRING>
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*
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* Return Value:
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* none
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* None
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*
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* Example:
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* [clientFiredNearEvent] call ace_hearing_fnc_firedNear
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*
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* Public: No
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*/
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#include "script_component.hpp"
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@ -25,9 +35,9 @@ if (_weapon in ["Throw", "Put"]) exitWith {};
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if (_unit != vehicle _unit && {!([_unit] call EFUNC(common,isTurnedOut))}) exitWith {};
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_silencer = switch (_weapon) do {
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case (primaryWeapon _unit) : {primaryWeaponItems _unit select 0};
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case (secondaryWeapon _unit) : {secondaryWeaponItems _unit select 0};
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case (handgunWeapon _unit) : {handgunItems _unit select 0};
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case (primaryWeapon _unit) : {primaryWeaponItems _unit select 0};
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case (secondaryWeapon _unit) : {secondaryWeaponItems _unit select 0};
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case (handgunWeapon _unit) : {handgunItems _unit select 0};
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default {""};
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};
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@ -1,18 +1,20 @@
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/*
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* Author: commy2
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*
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* Check if the unit has earplugs put in.
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*
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* Argument:
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* A soldier (Object)
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* Arguments:
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* 0:Unit (player) <OBJECT>
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*
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* Return value:
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* Boolean (Bool)
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* Return Value:
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* Have Earplugs in <BOOL>
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*
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* Example:
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* [ace_player] call ace_hearing_fnc_hasEarPlugsIn
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*
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* Public: No
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*/
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#include "script_component.hpp"
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private "_unit";
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_unit = _this select 0;
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PARAMS_1(_unit);
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_unit getVariable ["ACE_hasEarPlugsin", false]
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@ -1,20 +1,21 @@
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/*
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* Author: Hope Johnson
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* Edited by commy2
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*
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* Puts in / takes out earplugs.
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* Author: Hope Johnson and commy2
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* Puts in earplugs.
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*
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* Arguments:
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* none
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* 0:Unit (player) <OBJECT>
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*
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* Return Value:
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* none
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* None
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*
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* Example:
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* [ace_player] call ace_hearing_fnc_putInEarplugs
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*
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* Public: No
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*/
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#include "script_component.hpp"
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private "_player";
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_player = _this select 0;
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PARAMS_1(_player);
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// Buds in inventory, putting them in
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_player removeItem "ACE_EarBuds";
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/*
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* Author: Hope Johnson
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* Edited by commy2
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*
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* Puts in / takes out earplugs.
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* Author: Hope Johnson and commy2
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* Takes out earplugs.
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*
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* Arguments:
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* none
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* 0:Unit (player) <OBJECT>
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*
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* Return Value:
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* none
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* None
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*
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* Example:
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* [ace_player] call ace_hearing_fnc_removeEarplugs
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*
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* Public: No
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*/
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#include "script_component.hpp"
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private "_player";
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_player = _this select 0;
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PARAMS_1(_player);
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if !(_player canAdd "ACE_EarBuds") exitWith { // inventory full
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[localize "STR_ACE_Hearing_Inventory_Full"] call EFUNC(common,displayTextStructured);
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// by commy2 and CAA-Picard
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/*
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* Author: commy2 and CAA-Picard
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* Updates and applys the current deafness. Called every 0.1 sec from a PFEH.
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*
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* Arguments:
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* None
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*
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* Return Value:
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* None
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*
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* Example:
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* [] call ace_hearing_fnc_updateVolume
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*
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* Public: No
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*/
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#include "script_component.hpp"
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#define STRENGHTODEAFNESS 3
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