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Module Settings for Captivity
Setting for handcuffing own team, and allowing surrender.
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14
addons/captives/ACE_Settings.hpp
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14
addons/captives/ACE_Settings.hpp
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@ -0,0 +1,14 @@
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class ACE_Settings {
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class GVAR(allowHandcuffOwnSide) {
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displayName = "$STR_ACE_Captives_ModuleSettings_handcuffSide_name";
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description = "$STR_ACE_Captives_ModuleSettings_handcuffSide_description";
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typeName = "BOOL";
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value = 1;
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};
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class GVAR(allowSurrender) {
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displayName = "$STR_ACE_Captives_ModuleSettings_allowSurrender_name";
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description = "$STR_ACE_Captives_ModuleSettings_allowSurrender_description";
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typeName = "BOOL";
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value = 1;
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};
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};
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@ -162,7 +162,7 @@ class CfgVehicles {
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author = "$STR_ACE_Common_ACETeam";
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author = "$STR_ACE_Common_ACETeam";
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category = "ACE";
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category = "ACE";
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displayName = "$STR_ACE_Captives_ModuleSurrender_DisplayName"; //Make Unit Surrender
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displayName = "$STR_ACE_Captives_ModuleSurrender_DisplayName"; //Make Unit Surrender
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function = QUOTE(DFUNC(moduleSurrender));
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function = QFUNC(moduleSurrender);
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scope = 2; //show in editor
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scope = 2; //show in editor
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isGlobal = 1; //run global
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isGlobal = 1; //run global
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isTriggerActivated = 1; //Wait for triggers
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isTriggerActivated = 1; //Wait for triggers
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@ -174,4 +174,33 @@ class CfgVehicles {
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sync[] = {"AnyAI"};
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sync[] = {"AnyAI"};
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};
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};
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};
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};
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class ACE_Module: Module_F {};
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class GVAR(moduleSettings): ACE_Module {
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author = "$STR_ACE_Common_ACETeam";
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category = "ACE";
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displayName = "$STR_ACE_Captives_ModuleSettings_DisplayName";
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function = QFUNC(moduleSettings);
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scope = 2;
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icon = QUOTE(PATHTOF(UI\Icon_Module_Make_Unit_Surrender_ca.paa));
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isGlobal = 1;
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class Arguments {
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class allowHandcuffOwnSide {
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displayName = "$STR_ACE_Captives_ModuleSettings_handcuffSide_name";
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description = "$STR_ACE_Captives_ModuleSettings_handcuffSide_description";
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typeName = "BOOL";
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defaultValue = 1;
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};
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class allowSurrender {
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displayName = "$STR_ACE_Captives_ModuleSettings_allowSurrender_name";
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description = "$STR_ACE_Captives_ModuleSettings_allowSurrender_description";
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typeName = "BOOL";
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defaultValue = 1;
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};
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};
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class ModuleDescription: ModuleDescription {
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description = "$STR_ACE_Captives_ModuleSettings_Description";
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sync[] = {};
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};
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};
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};
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};
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@ -24,6 +24,7 @@ PREP(handlePlayerChanged);
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PREP(handleRespawn);
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PREP(handleRespawn);
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PREP(handleUnitInitPost);
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PREP(handleUnitInitPost);
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PREP(handleZeusDisplayChanged);
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PREP(handleZeusDisplayChanged);
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PREP(moduleSettings);
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PREP(moduleSurrender);
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PREP(moduleSurrender);
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PREP(setHandcuffed);
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PREP(setHandcuffed);
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PREP(setSurrendered);
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PREP(setSurrendered);
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@ -2,7 +2,7 @@
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class CfgPatches {
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class CfgPatches {
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class ADDON {
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class ADDON {
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units[] = {QGVAR(ModuleSurrender)};
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units[] = {QGVAR(ModuleSettings), QGVAR(ModuleSurrender)};
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weapons[] = {"ACE_CableTie"};
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weapons[] = {"ACE_CableTie"};
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requiredVersion = REQUIRED_VERSION;
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requiredVersion = REQUIRED_VERSION;
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requiredAddons[] = {"ACE_Interaction"};
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requiredAddons[] = {"ACE_Interaction"};
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@ -12,6 +12,7 @@ class CfgPatches {
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};
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};
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};
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};
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#include "ACE_Settings.hpp"
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#include "CfgEventHandlers.hpp"
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#include "CfgEventHandlers.hpp"
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#include "CfgMoves.hpp"
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#include "CfgMoves.hpp"
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#include "CfgVehicles.hpp"
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#include "CfgVehicles.hpp"
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@ -18,8 +18,9 @@
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PARAMS_2(_unit,_target);
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PARAMS_2(_unit,_target);
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//Player has cableTie, target is alive and not already handcuffed
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//Check sides, Player has cableTie, target is alive and not already handcuffed
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(GVAR(allowHandcuffOwnSide) || {(side _unit) != (side _target)}) &&
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("ACE_CableTie" in (items _unit)) &&
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("ACE_CableTie" in (items _unit)) &&
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{alive _target} &&
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{alive _target} &&
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{!(_target getVariable [QGVAR(isHandcuffed), false])}
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{!(_target getVariable [QGVAR(isHandcuffed), false])}
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@ -22,7 +22,7 @@ private "_returnValue";
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_returnValue = if (_newSurrenderState) then {
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_returnValue = if (_newSurrenderState) then {
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//no weapon equiped AND not currently surrendering and
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//no weapon equiped AND not currently surrendering and
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(currentWeapon _unit == "") && {!(_unit getVariable [QGVAR(isSurrendering), false])}
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GVAR(allowSurrender) && {(currentWeapon _unit) == ""} && {!(_unit getVariable [QGVAR(isSurrendering), false])}
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} else {
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} else {
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//is Surrendering
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//is Surrendering
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(_unit getVariable [QGVAR(isSurrendering), false])
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(_unit getVariable [QGVAR(isSurrendering), false])
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19
addons/captives/functions/fnc_moduleSettings.sqf
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19
addons/captives/functions/fnc_moduleSettings.sqf
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@ -0,0 +1,19 @@
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/*
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* Author: PabstMirror
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* Module for captivity settings
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*
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* Arguments:
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* 0: The module logic <OBJECT>
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*
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* Return Value:
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* None <NIL>
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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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PARAMS_1(_logic);
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[_logic, QGVAR(allowHandcuffOwnSide), "allowHandcuffOwnSide"] call EFUNC(common,readSettingFromModule);
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[_logic, QGVAR(allowSurrender), "allowSurrender"] call EFUNC(common,readSettingFromModule);
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@ -169,5 +169,23 @@
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<Spanish>Sincroniza una unidad para hacer que se rinda.<br />Fuente: ace_captives</Spanish>
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<Spanish>Sincroniza una unidad para hacer que se rinda.<br />Fuente: ace_captives</Spanish>
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<German>Einheit synchronisieren, um sie kapitulieren zu lassen.<br />Quelle: ace_captives</German>
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<German>Einheit synchronisieren, um sie kapitulieren zu lassen.<br />Quelle: ace_captives</German>
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</Key>
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</Key>
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<Key ID="STR_ACE_Captives_ModuleSettings_DisplayName">
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<English>Captives Settings</English>
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</Key>
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<Key ID="STR_ACE_Captives_ModuleSettings_Description">
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<English>Controls settings for surrender and cable ties</English>
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</Key>
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<Key ID="STR_ACE_Captives_ModuleSettings_handcuffSide_name">
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<English>Can handcuff own side</English>
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</Key>
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<Key ID="STR_ACE_Captives_ModuleSettings_handcuffSide_description">
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<English>Can players cabletie units on their own side</English>
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</Key>
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<Key ID="STR_ACE_Captives_ModuleSettings_allowSurrender_name">
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<English>Allow surrendering</English>
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</Key>
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<Key ID="STR_ACE_Captives_ModuleSettings_allowSurrender_description">
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<English>Players can surrender after holstering their weapon</English>
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</Key>
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</Package>
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</Package>
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</Project>
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</Project>
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