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C++ ReadProp函数代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C++中ReadProp函数的典型用法代码示例。如果您正苦于以下问题:C++ ReadProp函数的具体用法?C++ ReadProp怎么用?C++ ReadProp使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。



在下文中一共展示了ReadProp函数的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: switch

uint32 AmmoBox::EngineMessageFn(uint32 messageID, void *pData, LTFLOAT fData)
{
	switch(messageID)
	{
		case MID_PRECREATE:
		{
            uint32 dwRet = PickupItem::EngineMessageFn(messageID, pData, fData);

			if (fData == PRECREATE_WORLDFILE || fData == PRECREATE_STRINGPROP)
			{
				if( !ReadProp((ObjectCreateStruct*)pData))
					return 0;
			}

			return dwRet;
		}
		break;

		case MID_SAVEOBJECT:
		{
            Save((ILTMessage_Write*)pData, (uint32)fData);
		}
		break;

		case MID_LOADOBJECT:
		{
            Load((ILTMessage_Read*)pData, (uint32)fData);
		}
		break;

		default : break;
	}

	return PickupItem::EngineMessageFn(messageID, pData, fData);
}
开发者ID:Arc0re,项目名称:lithtech,代码行数:35,代码来源:AmmoBox.cpp


示例2: switch

uint32 Key::EngineMessageFn(uint32 messageID, void *pData, LTFLOAT fData)
{
	switch(messageID)
	{
		case MID_PRECREATE:
		{
			if (fData == PRECREATE_WORLDFILE)
			{
				ReadProp((ObjectCreateStruct*)pData);
			}

			break;
		}

		case MID_INITIALUPDATE:
		{
            InitialUpdate((LTVector *)pData);
			break;
		}

		default : break;
	}

	return BaseClass::EngineMessageFn(messageID, pData, fData);
}
开发者ID:Arc0re,项目名称:lithtech,代码行数:25,代码来源:Key.cpp


示例3: switch

DDWORD WorldModelDebris::EngineMessageFn(DDWORD messageID, void *pData, float fData)
{
	switch (messageID)
	{
		case MID_UPDATE:
		{
			Update();
			break;
		}

		case MID_PRECREATE:
		{
			if ( fData == PRECREATE_WORLDFILE )
				ReadProp(( ObjectCreateStruct * )pData);
			break;
		}

		case MID_SAVEOBJECT:
		{
			Save((HMESSAGEWRITE)pData, (DDWORD)fData);
		}
		break;

		case MID_LOADOBJECT:
		{
			Load((HMESSAGEREAD)pData, (DDWORD)fData);
		}
		break;

		default : break;
	}

	return DestructableDoor::EngineMessageFn(messageID, pData, fData);
}
开发者ID:Joincheng,项目名称:lithtech,代码行数:34,代码来源:WorldModelDebris.cpp


示例4: switch

DDWORD B2BaseClass::EngineMessageFn(DDWORD messageID, void *pData, DFLOAT fData)
{
	if (!g_pServerDE) return 0;
	// Set object type...

	switch (messageID)
	{
		case MID_PRECREATE:
		{
			if (fData == PRECREATE_WORLDFILE || fData == PRECREATE_STRINGPROP)
				ReadProp((ObjectCreateStruct*)pData);
		}
		break;

		case MID_INITIALUPDATE:
		{
			if (fData == INITIALUPDATE_WORLDFILE)
			{
				DBOOL bResult = InitialUpdate();
				if (!bResult)
					g_pServerDE->RemoveObject(m_hObject);
			}
		}
		break;
	}

	return BaseClass::EngineMessageFn(messageID, pData, fData);
}
开发者ID:bsmr-games,项目名称:Blood2,代码行数:28,代码来源:B2BaseClass.cpp


示例5: switch

uint32 ExitTrigger::EngineMessageFn(uint32 messageID, void *pData, LTFLOAT fData)
{
	switch(messageID)
	{
		case MID_PRECREATE:
		{
			if (fData == PRECREATE_WORLDFILE)
			{
				ReadProp((ObjectCreateStruct*)pData);
			}

            uint32 dwRet = Trigger::EngineMessageFn(messageID, pData, fData);

			PostPropRead((ObjectCreateStruct*)pData);

			return dwRet;
		}

		case MID_SAVEOBJECT:
		{
            Save((ILTMessage_Write*)pData, (uint32)fData);
		}
		break;

		case MID_LOADOBJECT:
		{
            Load((ILTMessage_Read*)pData, (uint32)fData);
		}
		break;

		default : break;
	}

	return Trigger::EngineMessageFn(messageID, pData, fData);
}
开发者ID:Arc0re,项目名称:lithtech,代码行数:35,代码来源:ExitTrigger.cpp


示例6: switch

DDWORD ParticleSystem::EngineMessageFn(DDWORD messageID, void *pData, DFLOAT fData)
{
	switch(messageID)
	{
		case MID_PRECREATE:
		{
			if (fData == 1.0f || fData == 2.0f)
			{
				ReadProp((ObjectCreateStruct *)pData);
			}
			break;
		}

		case MID_INITIALUPDATE:
		{
			InitialUpdate((DVector *)pData);
			break;
		}

		case MID_UPDATE:
		{
			CServerDE* pServerDE = GetServerDE();
			if (pServerDE)
			{
				pServerDE->RemoveObject(m_hObject);
			}
			break;
		}

		default : break;
	}

	return CClientSFX::EngineMessageFn(messageID, pData, fData);
}
开发者ID:Arc0re,项目名称:lithtech,代码行数:34,代码来源:ParticleSystem.cpp


示例7: switch

uint32 ScatterVolume::EngineMessageFn( uint32 messageID, void* pData, LTFLOAT fData )
{
	switch( messageID )
	{
	case MID_PRECREATE:
		{
			ObjectCreateStruct* pOCS = (ObjectCreateStruct*)pData;
			if( !pOCS )
				break;

			if( fData == PRECREATE_WORLDFILE )
			{
				ReadProp( pOCS );
				// make sure this object is always in the visible object list
				pOCS->m_Flags |= FLAG_FORCECLIENTUPDATE;
			}
		}
		break;

	case MID_INITIALUPDATE:
		InitialUpdate();
		break;
	}

	return VolumeEffect::EngineMessageFn( messageID, pData, fData );
}
开发者ID:Arc0re,项目名称:lithtech,代码行数:26,代码来源:ScatterVolume.cpp


示例8: switch

uint32 AIVolume::EngineMessageFn(uint32 messageID, void *pData, LTFLOAT fData)
{
	switch(messageID)
	{
		case MID_PRECREATE:
		{
            g_pLTServer->SetNextUpdate(m_hObject, 0.01f);

            uint32 dwRet = BaseClass::EngineMessageFn(messageID, pData, fData);
			if (fData == PRECREATE_WORLDFILE || fData == PRECREATE_STRINGPROP)
			{
				ReadProp((ObjectCreateStruct*)pData);
			}

			ObjectCreateStruct* pStruct = (ObjectCreateStruct*)pData;

			pStruct->m_Flags |= FLAG_VISIBLE;
			pStruct->m_ObjectType = OT_WORLDMODEL;//CONTAINER;
			SAFE_STRCPY(pStruct->m_Filename, pStruct->m_Name);
			pStruct->m_SkinName[0] = '\0';
			//pStruct->m_ContainerCode = CC_VOLUME;

			return dwRet;
			break;
		}

		default : break;
	}

	return BaseClass::EngineMessageFn(messageID, pData, fData);
}
开发者ID:germanocaldeira,项目名称:no-one-lives-forever,代码行数:31,代码来源:AIVolume.cpp


示例9: switch

uint32 WeaponItem::EngineMessageFn(uint32 messageID, void *pData, LTFLOAT fData)
{
	switch(messageID)
	{
		case MID_UPDATE:
		{
            uint32 dwRet = PickupItem::EngineMessageFn(messageID, pData, fData);
            g_pLTServer->SetNextUpdate(m_hObject, 0.0f);
			return dwRet;
		}
		break;

		case MID_PRECREATE:
		{
            uint32 dwRet = PickupItem::EngineMessageFn(messageID, pData, fData);

			if (fData == PRECREATE_WORLDFILE || fData == PRECREATE_STRINGPROP)
			{
				ReadProp((ObjectCreateStruct*)pData);
			}

			if (fData != PRECREATE_SAVEGAME)
			{
				PostPropRead((ObjectCreateStruct*)pData);
			}

			return dwRet;
		}
		break;

		case MID_INITIALUPDATE:
		{
            uint32 dwRet = PickupItem::EngineMessageFn(messageID, pData, fData);

			if (fData != INITIALUPDATE_SAVEGAME)
			{
				InitialUpdate();
			}

			return dwRet;
		}

		case MID_SAVEOBJECT:
		{
            Save((HMESSAGEWRITE)pData, (uint32)fData);
		}
		break;

		case MID_LOADOBJECT:
		{
            Load((HMESSAGEREAD)pData, (uint32)fData);
		}
		break;

		default : break;
	}

	return PickupItem::EngineMessageFn(messageID, pData, fData);
}
开发者ID:Arc0re,项目名称:lithtech,代码行数:59,代码来源:WeaponItems.cpp


示例10: switch

uint32 VolumeBrush::EngineMessageFn(uint32 messageID, void *pData, LTFLOAT fData)
{
    uint32 dwRet;

	switch(messageID)
	{
		case MID_UPDATE:
		{
			Update();
			break;
		}

		case MID_AFFECTPHYSICS:
		{
			UpdatePhysics((ContainerPhysics*)pData);
			break;
		}

		case MID_PRECREATE:
		{
			dwRet = GameBase::EngineMessageFn(messageID, pData, fData);
			if (fData == PRECREATE_WORLDFILE)
			{
				ReadProp((ObjectCreateStruct*)pData);
			}

			PostPropRead((ObjectCreateStruct*)pData);
			return dwRet;
			break;
		}

		case MID_INITIALUPDATE:
		{
			if (fData != INITIALUPDATE_SAVEGAME)
			{
				InitialUpdate();
			}

			CacheFiles();
			break;
		}

		case MID_SAVEOBJECT:
		{
            Save((HMESSAGEWRITE)pData, (uint32)fData);
		}
		break;

		case MID_LOADOBJECT:
		{
            Load((HMESSAGEREAD)pData, (uint32)fData);
		}
		break;

		default : break;
	}

	return GameBase::EngineMessageFn(messageID, pData, fData);
}
开发者ID:Arc0re,项目名称:lithtech,代码行数:59,代码来源:VolumeBrush.cpp


示例11: switch

uint32 CScanner::EngineMessageFn(uint32 messageID, void *pData, LTFLOAT fData)
{
	switch (messageID)
	{
		case MID_PRECREATE:
		{
			if (fData == PRECREATE_WORLDFILE || fData == PRECREATE_STRINGPROP)
			{
				ObjectCreateStruct* pStruct = (ObjectCreateStruct*)pData;
				ReadProp(pStruct);

				// Don't stand on the player...

				pStruct->m_Flags |= FLAG_DONTFOLLOWSTANDING;
			}
		}
		break;

		case MID_INITIALUPDATE:
		{
			if (fData != INITIALUPDATE_SAVEGAME)
			{
			}

			CacheFiles();
		}
		break;

		case MID_LINKBROKEN :
		{
			HOBJECT hLink = (HOBJECT)pData;
			if (hLink)
			{
				if (hLink == m_hLastDetectedEnemy)
				{
                    m_hLastDetectedEnemy = LTNULL;
				}
			}
		}
		break;

		case MID_SAVEOBJECT:
		{
			Save((HMESSAGEWRITE)pData);
		}
		break;

		case MID_LOADOBJECT:
		{
			Load((HMESSAGEREAD)pData);
		}
		break;

		default : break;
	}

	return Prop::EngineMessageFn(messageID, pData, fData);
}
开发者ID:Arc0re,项目名称:lithtech,代码行数:58,代码来源:Scanner.cpp


示例12: switch

uint32 DoomsDayDevice::EngineMessageFn(uint32 messageID, void *pData, LTFLOAT fData)
{
	switch(messageID)
	{
		case MID_PRECREATE:
		{
            uint32 dwRet = PropType::EngineMessageFn(messageID, pData, fData);

			if (fData == PRECREATE_WORLDFILE || fData == PRECREATE_STRINGPROP)
			{
				if( !ReadProp(( ObjectCreateStruct* )pData ))
					return 0;

				// Always start out with the base proptype.
				m_sPropType = "Doomsday_base";
			}
			
			return dwRet;
		}
		break;

		case MID_INITIALUPDATE:
		{
            uint32 dwRet = PropType::EngineMessageFn(messageID, pData, fData);

			if (fData != INITIALUPDATE_SAVEGAME)
			{
				InitialUpdate();
			}

			return dwRet;
		}
		break;
		
		case MID_UPDATE:
		{
			Update();
		}
		break;

		case MID_SAVEOBJECT:
		{
            Save((ILTMessage_Write*)pData, (uint32)fData);
		}
		break;

		case MID_LOADOBJECT:
		{
            Load((ILTMessage_Read*)pData, (uint32)fData);
		}
		break;

		default : break;
	}

	return PropType::EngineMessageFn(messageID, pData, fData);
}
开发者ID:emoose,项目名称:lithtech,代码行数:57,代码来源:DoomsDayDevice.cpp


示例13: switch

uint32 LightGroup::EngineMessageFn(uint32 messageID, void *pData, LTFLOAT fData)
{
	switch(messageID)
	{
		case MID_PRECREATE:
		{
			ObjectCreateStruct *pOCS = (ObjectCreateStruct*)pData;
			if (!pOCS)
				break;

			if( fData == PRECREATE_WORLDFILE )
			{
				ReadProp(pOCS);
			}

			PostReadProp(pOCS);
		}
		break;

		case MID_INITIALUPDATE:
		{
			if( fData != INITIALUPDATE_SAVEGAME )
			{
				InitialUpdate();
			}
		}
		break;

		case MID_SAVEOBJECT:
		{
            Save((ILTMessage_Write*)pData, (uint32)fData);
		}
		break;

		case MID_LOADOBJECT:
		{
            Load((ILTMessage_Read*)pData, (uint32)fData);
		}
		break;

		case MID_UPDATE:
		{
			// Send a new update if we were waiting for the client to do something
			if (m_bClientNeedsUpdate)
			{
				UpdateClients();
				// Turn back off
				SetNextUpdate(m_hObject, UPDATE_NEVER);
			}
		}
		break;

		default : break;
	}

	return Engine_LightGroup::EngineMessageFn(messageID, pData, fData);
}
开发者ID:emoose,项目名称:lithtech,代码行数:57,代码来源:LightGroup.cpp


示例14: switch

DDWORD ClientLightFX::EngineMessageFn(DDWORD messageID, void *pData, DFLOAT fData)
{
	switch(messageID)
	{
		case MID_PRECREATE:
		{
			DDWORD dwRet = B2BaseClass::EngineMessageFn(messageID, pData, fData);

			if (fData == PRECREATE_WORLDFILE || fData == PRECREATE_STRINGPROP)
			{
				m_bDynamic = DFALSE;
				ReadProp((ObjectCreateStruct*)pData);
			}

			PostPropRead((ObjectCreateStruct*)pData);

			return dwRet;
		}
		break;
    
		case MID_INITIALUPDATE:
		{
			if (fData != INITIALUPDATE_SAVEGAME)
			{
				InitialUpdate((DVector *)pData);
			}
			CacheFiles();
			break;
		}

		case MID_UPDATE:
		{
    		if (!Update()) 
            {
		    	CServerDE* pServerDE = BaseClass::GetServerDE();
			    if (pServerDE) pServerDE->RemoveObject(m_hObject);
            }
		}
		break;

		case MID_SAVEOBJECT:
		{
			Save((HMESSAGEWRITE)pData, (DDWORD)fData);
		}
		break;

		case MID_LOADOBJECT:
		{
			Load((HMESSAGEREAD)pData, (DDWORD)fData);
		}
		break;

		default : break;
	}

	return B2BaseClass::EngineMessageFn(messageID, pData, fData);
}
开发者ID:Arc0re,项目名称:lithtech,代码行数:57,代码来源:ClientLightFX.cpp


示例15: switch

uint32 SoundFX::EngineMessageFn(uint32 messageID, void *pData, LTFLOAT fData)
{
	switch(messageID)
	{
		case MID_PRECREATE:
		{
            uint32 dwRet = BaseClass::EngineMessageFn(messageID, pData, fData);

			if (fData == PRECREATE_WORLDFILE || fData == PRECREATE_STRINGPROP)
			{
				ReadProp((ObjectCreateStruct*)pData);
			}

			PostPropRead((ObjectCreateStruct*)pData);

			return dwRet;
		}
		break;

		case MID_INITIALUPDATE:
		{
			if (fData != INITIALUPDATE_SAVEGAME)
			{
				InitialUpdate();
			}

			CacheFiles();
		}
		break;

		case MID_UPDATE:
		{
			if (m_hsndSound)
			{
                g_pLTServer->KillSound(m_hsndSound);
				m_hsndSound = NULL;
			}
		}
		break;

		case MID_SAVEOBJECT:
		{
            Save((HMESSAGEWRITE)pData, (uint32)fData);
		}
		break;

		case MID_LOADOBJECT:
		{
            Load((HMESSAGEREAD)pData, (uint32)fData);
		}
		break;

		default : break;
	}

	return BaseClass::EngineMessageFn(messageID, pData, fData);
}
开发者ID:Arc0re,项目名称:lithtech,代码行数:57,代码来源:SoundFX.cpp


示例16: switch

uint32 SecurityCamera::EngineMessageFn(uint32 messageID, void *pData, LTFLOAT fData)
{
	switch(messageID)
	{
		case MID_UPDATE:
		{
			Update();
		}
		break;

		case MID_PRECREATE:
		{
            uint32 dwRet = CScanner::EngineMessageFn(messageID, pData, fData);

			if (fData == PRECREATE_WORLDFILE || fData == PRECREATE_STRINGPROP)
			{
				ReadProp((ObjectCreateStruct*)pData);
			}

			PostPropRead((ObjectCreateStruct*)pData);
			return dwRet;
		}
		break;

		case MID_INITIALUPDATE:
		{
			uint32 dwRet = CScanner::EngineMessageFn(messageID, pData, fData);

			if (fData != INITIALUPDATE_SAVEGAME)
			{
				InitialUpdate();
			}

			CacheFiles();

			return dwRet;
		}
		break;

		case MID_SAVEOBJECT:
		{
			Save((HMESSAGEWRITE)pData);
		}
		break;

		case MID_LOADOBJECT:
		{
			Load((HMESSAGEREAD)pData);
		}
		break;

		default : break;
	}

	return CScanner::EngineMessageFn(messageID, pData, fData);
}
开发者ID:Arc0re,项目名称:lithtech,代码行数:56,代码来源:SecurityCamera.cpp


示例17: switch

DDWORD SoccerBall::EngineMessageFn( DDWORD messageID, void *pData, DFLOAT fData )
{
	// Handle the engine messages we're interested in...

	switch( messageID )
	{
		case MID_PRECREATE:
		{
			if (fData == PRECREATE_WORLDFILE || fData == PRECREATE_STRINGPROP)
			{
				ReadProp((ObjectCreateStruct*)pData);
			}

			PostPropRead((ObjectCreateStruct*)pData);

			break;
		}

		case MID_INITIALUPDATE:
		{
			OnInitialUpdate(pData, fData);
			break;
		}

		case MID_TOUCHNOTIFY:
		{
			OnTouchNotify(( HOBJECT )pData, fData );
			break;
		}

		case MID_UPDATE:
		{
			Update( );
			break;
		}

		case MID_LINKBROKEN:
		{
			if( m_hLastPlayer == ( HOBJECT )pData )
			{
				m_hLastPlayer = DNULL;
			}
/*			else if( m_hLight == ( HOBJECT )pData )
			{
				g_pServerDE->RemoveAttachment( m_hLightAttachment );
				m_hLightAttachment = DNULL;
				m_hLight = DNULL;
			}
*/
			break;
		}
	}

	return B2BaseClass::EngineMessageFn(messageID, pData, fData);
}
开发者ID:Arc0re,项目名称:lithtech,代码行数:55,代码来源:SoccerObjects.cpp


示例18: switch

uint32 GunMount::EngineMessageFn(uint32 messageID, void *pData, LTFLOAT fData)
{
	switch(messageID)
	{
		case MID_PRECREATE:
		{
            uint32 dwRet = GameBase::EngineMessageFn(messageID, pData, fData);

			if (fData == PRECREATE_WORLDFILE || fData == PRECREATE_STRINGPROP)
			{
				if( !ReadProp(&(( ObjectCreateStruct* )pData )->m_cProperties ))
					return 0;
			}
			
			return dwRet;
		}
		break;

		case MID_INITIALUPDATE:
		{
            uint32 dwRet = GameBase::EngineMessageFn(messageID, pData, fData);

			if (fData != INITIALUPDATE_SAVEGAME)
			{
				InitialUpdate();
			}

			return dwRet;
		}
		break;
		
		case MID_SAVEOBJECT:
		{
            Save((ILTMessage_Write*)pData, (uint32)fData);
		}
		break;

		case MID_LOADOBJECT:
		{
            Load((ILTMessage_Read*)pData, (uint32)fData);
		}
		break;

		case MID_UPDATE:
		{
            Update( );
		}
		break;

		default : 
			break;
	}

	return GameBase::EngineMessageFn(messageID, pData, fData);
}
开发者ID:Arc0re,项目名称:lithtech,代码行数:55,代码来源:GunMount.cpp


示例19: switch

uint32 DisplayTimer::EngineMessageFn(uint32 messageID, void *pData, LTFLOAT fData)
{
    switch(messageID)
    {
    case MID_UPDATE:
    {
        Update();
    }
    break;

    case MID_PRECREATE:
    {
        if (fData == PRECREATE_WORLDFILE || fData == PRECREATE_STRINGPROP)
        {
            ReadProp((ObjectCreateStruct*)pData);
        }
    }
    break;

    case MID_INITIALUPDATE:
    {
        if (fData != INITIALUPDATE_SAVEGAME)
        {
            InitialUpdate();
        }
    }
    break;

    case MID_SAVEOBJECT:
    {
        Save((ILTMessage_Write*)pData);
    }
    break;

    case MID_LOADOBJECT:
    {
        Load((ILTMessage_Read*)pData);

        uint32 dwRet = BaseClass::EngineMessageFn(messageID, pData, fData);

        // We need to reset our sfx message since values
        // could have changed across save versions.

        UpdateClients( );

        return dwRet;
    }
    break;

    default :
        break;
    }

    return BaseClass::EngineMessageFn(messageID, pData, fData);
}
开发者ID:jordandavidson,项目名称:lithtech,代码行数:55,代码来源:DisplayTimer.cpp


示例20: switch

uint32 ClientLightFX::EngineMessageFn(uint32 messageID, void *pData, LTFLOAT fData)
{
	switch(messageID)
	{
		case MID_PRECREATE:
		{
            uint32 dwRet = GameBase::EngineMessageFn(messageID, pData, fData);

			if (fData == PRECREATE_WORLDFILE || fData == PRECREATE_STRINGPROP)
			{
                m_bDynamic = LTFALSE;
				ReadProp((ObjectCreateStruct*)pData);
				PostPropRead((ObjectCreateStruct*)pData);
			}

			return dwRet;
		}
		break;

		case MID_INITIALUPDATE:
		{
			if (fData != INITIALUPDATE_SAVEGAME)
			{
                InitialUpdate((LTVector *)pData);
			}
			CacheFiles();
			break;
		}

		case MID_UPDATE:
		{
    		if (!Update())
            {
				g_pLTServer->RemoveObject(m_hObject);
            }
		}
		break;

		case MID_SAVEOBJECT:
		{
            Save((HMESSAGEWRITE)pData, (uint32)fData);
		}
		break;

		case MID_LOADOBJECT:
		{
            Load((HMESSAGEREAD)pData, (uint32)fData);
		}
		break;

		default : break;
	}

	return GameBase::EngineMessageFn(messageID, pData, fData);
}
开发者ID:Arc0re,项目名称:lithtech,代码行数:55,代码来源:ClientLightFX.cpp



注:本文中的ReadProp函数示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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