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Added snow particles
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@ -27,6 +27,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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- Lactose tolerant golems
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- Lactose tolerant golems
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- 6 different gems. (Topaz, Amethyst, Sapphire, Emerald, Ruby and Diamond)
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- 6 different gems. (Topaz, Amethyst, Sapphire, Emerald, Ruby and Diamond)
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- Poise system (not currently accessible to players for balancing reasons)
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- Poise system (not currently accessible to players for balancing reasons)
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- Snow particles
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### Changed
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### Changed
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@ -15,6 +15,7 @@
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#include <globals.glsl>
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#include <globals.glsl>
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#include <srgb.glsl>
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#include <srgb.glsl>
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#include <random.glsl>
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#include <random.glsl>
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#include <lod.glsl>
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in vec3 v_pos;
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in vec3 v_pos;
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// in uint v_col;
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// in uint v_col;
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@ -55,6 +56,7 @@ const int ENERGY_NATURE = 14;
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const int FLAMETHROWER = 15;
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const int FLAMETHROWER = 15;
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const int FIRE_SHOCKWAVE = 16;
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const int FIRE_SHOCKWAVE = 16;
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const int FIRE_BOWL = 17;
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const int FIRE_BOWL = 17;
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const int SNOW = 18;
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// meters per second squared (acceleration)
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// meters per second squared (acceleration)
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const float earth_gravity = 9.807;
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const float earth_gravity = 9.807;
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@ -140,6 +142,8 @@ void main() {
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float rand8 = hash(vec4(inst_entropy + 8));
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float rand8 = hash(vec4(inst_entropy + 8));
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float rand9 = hash(vec4(inst_entropy + 9));
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float rand9 = hash(vec4(inst_entropy + 9));
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vec3 start_pos = inst_pos - focus_off.xyz;
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Attr attr;
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Attr attr;
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f_reflect = 1.0;
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f_reflect = 1.0;
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@ -260,6 +264,17 @@ void main() {
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vec4(vec3(0.2 + rand7 * 0.2, 0.2 + (0.5 + rand6 * 0.5) * 0.6, 0), 1),
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vec4(vec3(0.2 + rand7 * 0.2, 0.2 + (0.5 + rand6 * 0.5) * 0.6, 0), 1),
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spin_in_axis(vec3(rand6, rand7, rand8), rand9 * 3 + lifetime * 5)
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spin_in_axis(vec3(rand6, rand7, rand8), rand9 * 3 + lifetime * 5)
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);
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);
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} else if (inst_mode == SNOW) {
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float height = mix(-4, 60, pow(start_end(1, 0), 3));
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float wind_speed = (inst_pos.z - 250) * 0.025;
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vec3 offset = linear_motion(vec3(0), vec3(1, 1, 0) * wind_speed);
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float end_alt = alt_at(start_pos.xy + offset.xy);
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attr = Attr(
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offset + vec3(0, 0, end_alt - start_pos.z + height) + vec3(sin(lifetime), sin(lifetime + 0.7), sin(lifetime * 0.5)) * 3,
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vec3(mix(4, 0, pow(start_end(1, 0), 4))),
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vec4(1),
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spin_in_axis(vec3(rand6, rand7, rand8), rand9 * 3 + lifetime * 5)
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);
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} else if (inst_mode == FIREFLY) {
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} else if (inst_mode == FIREFLY) {
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float raise = pow(sin(3.1416 * lifetime / inst_lifespan), 0.2);
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float raise = pow(sin(3.1416 * lifetime / inst_lifespan), 0.2);
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attr = Attr(
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attr = Attr(
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@ -341,7 +356,7 @@ void main() {
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// Temporary: use shrinking particles as a substitute for fading ones
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// Temporary: use shrinking particles as a substitute for fading ones
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attr.scale *= pow(attr.col.a, 0.25);
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attr.scale *= pow(attr.col.a, 0.25);
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f_pos = (inst_pos - focus_off.xyz) + (v_pos * attr.scale * SCALE * mat3(attr.rot) + attr.offs);
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f_pos = start_pos + (v_pos * attr.scale * SCALE * mat3(attr.rot) + attr.offs);
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// First 3 normals are negative, next 3 are positive
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// First 3 normals are negative, next 3 are positive
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// TODO: Make particle normals match orientation
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// TODO: Make particle normals match orientation
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@ -114,6 +114,7 @@ pub enum ParticleMode {
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FlameThrower = 15,
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FlameThrower = 15,
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FireShockwave = 16,
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FireShockwave = 16,
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FireBowl = 17,
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FireBowl = 17,
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Snow = 18,
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}
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}
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impl ParticleMode {
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impl ParticleMode {
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@ -522,6 +522,14 @@ impl ParticleMgr {
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mode: ParticleMode::Bee,
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mode: ParticleMode::Bee,
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cond: |sd| sd.state.get_day_period().is_light(),
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cond: |sd| sd.state.get_day_period().is_light(),
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},
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},
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BlockParticles {
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blocks: |boi| &boi.snow,
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range: 4,
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rate: 0.025,
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lifetime: 15.0,
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mode: ParticleMode::Snow,
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cond: |_| true,
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},
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];
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];
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let mut rng = thread_rng();
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let mut rng = thread_rng();
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@ -17,6 +17,7 @@ pub struct BlocksOfInterest {
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pub reeds: Vec<Vec3<i32>>,
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pub reeds: Vec<Vec3<i32>>,
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pub flowers: Vec<Vec3<i32>>,
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pub flowers: Vec<Vec3<i32>>,
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pub fire_bowls: Vec<Vec3<i32>>,
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pub fire_bowls: Vec<Vec3<i32>>,
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pub snow: Vec<Vec3<i32>>,
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// Note: these are only needed for chunks within the iteraction range so this is a potential
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// Note: these are only needed for chunks within the iteraction range so this is a potential
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// area for optimization
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// area for optimization
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pub interactables: Vec<Vec3<i32>>,
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pub interactables: Vec<Vec3<i32>>,
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@ -37,6 +38,7 @@ impl BlocksOfInterest {
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let mut interactables = Vec::new();
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let mut interactables = Vec::new();
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let mut lights = Vec::new();
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let mut lights = Vec::new();
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let mut fire_bowls = Vec::new();
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let mut fire_bowls = Vec::new();
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let mut snow = Vec::new();
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chunk
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chunk
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.vol_iter(
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.vol_iter(
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@ -49,21 +51,14 @@ impl BlocksOfInterest {
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)
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)
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.for_each(|(pos, block)| {
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.for_each(|(pos, block)| {
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match block.kind() {
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match block.kind() {
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BlockKind::Leaves => {
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BlockKind::Leaves if thread_rng().gen_range(0..16) == 0 => leaves.push(pos),
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if thread_rng().gen_range(0..16) == 0 {
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BlockKind::Grass if thread_rng().gen_range(0..16) == 0 => grass.push(pos),
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leaves.push(pos)
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BlockKind::Water
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}
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if chunk.meta().contains_river() && thread_rng().gen_range(0..16) == 0 =>
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},
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{
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BlockKind::Grass => {
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river.push(pos)
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if thread_rng().gen_range(0..16) == 0 {
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grass.push(pos)
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}
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},
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BlockKind::Water => {
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if chunk.meta().contains_river() && thread_rng().gen_range(0..16) == 0 {
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river.push(pos)
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}
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},
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},
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BlockKind::Snow if thread_rng().gen_range(0..16) == 0 => snow.push(pos),
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_ => match block.get_sprite() {
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_ => match block.get_sprite() {
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Some(SpriteKind::Ember) => {
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Some(SpriteKind::Ember) => {
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fires.push(pos);
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fires.push(pos);
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@ -107,6 +102,7 @@ impl BlocksOfInterest {
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interactables,
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interactables,
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lights,
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lights,
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fire_bowls,
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fire_bowls,
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snow,
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}
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}
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}
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}
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}
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}
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