chunk 1: core gameplay scripts scenes runtime assets
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Assets/Scripts/Weapons/WeaponManager.cs
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221
Assets/Scripts/Weapons/WeaponManager.cs
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.InputSystem;
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/// <summary>
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/// Manages equipping/unequipping weapons on the player and overrides attack animations
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/// so that only the equipped weapon's animations are used.
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/// Assumes weapon models (bat/hammer) are already attached to the player's hand and hidden.
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/// </summary>
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public class WeaponManager : MonoBehaviour
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{
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public enum WeaponType { None, Bat, Hammer }
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[Header("In-hand weapon objects (already attached to player hand)")]
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[SerializeField] private GameObject batInHand;
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[SerializeField] private GameObject hammerInHand;
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[Header("Optional: disable base attack inputs while a weapon is equipped")]
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[SerializeField] private bool blockBaseAttacksWhenEquipped = true;
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[Header("Input System")]
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[SerializeField] private string pickupActionName = "WeaponPickup";
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[Header("Pickup/Drop Settings")]
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[SerializeField] private float dropReequipBlockSeconds = 0.2f;
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// Tracks the current equipped weapon
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public WeaponType CurrentWeapon { get; private set; } = WeaponType.None;
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public bool IsWeaponEquipped => CurrentWeapon != WeaponType.None;
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// Internal state for alternating swings (e.g., BatOne/BatTwo)
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private int swingIndex = 0;
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// Base attacks to override when a weapon is equipped
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private static readonly HashSet<string> baseAttackNames = new HashSet<string>
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{
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AnimationNames.Jab,
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AnimationNames.Haymaker,
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AnimationNames.BasicKick,
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AnimationNames.SumoSlap,
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AnimationNames.SpinningBackfist,
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AnimationNames.ElbowSmash,
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AnimationNames.AirPunch,
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AnimationNames.LowKick,
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// common fallbacks
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"Punch", "Kick", "Strike"
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};
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private PlayerInput _playerInput;
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private InputAction _pickupAction;
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private float _pickupCooldownUntil = 0f;
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private void Awake()
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{
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_playerInput = GetComponent<PlayerInput>();
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if (_playerInput != null)
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{
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_pickupAction = _playerInput.actions?.FindAction(pickupActionName, false);
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if (_pickupAction != null && !_pickupAction.enabled)
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_pickupAction.SafeEnable();
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}
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}
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private void OnEnable()
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{
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if (_pickupAction != null)
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_pickupAction.performed += OnPickupOrDrop;
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}
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private void OnDisable()
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{
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if (_pickupAction != null)
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_pickupAction.performed -= OnPickupOrDrop;
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}
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private void Start()
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{
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// Ensure correct visibility at start
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ApplyVisibility();
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}
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/// <summary>
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/// Equip a specific weapon and reveal it on the player's hand.
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/// </summary>
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public void EquipWeapon(WeaponType weapon)
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{
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if (CurrentWeapon == weapon) return;
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CurrentWeapon = weapon;
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swingIndex = 0; // reset combo index on equip
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ApplyVisibility();
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Debug.Log($"Equipped weapon: {CurrentWeapon}");
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}
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/// <summary>
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/// Unequip any weapon and restore default (unarmed) state.
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/// </summary>
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public void UnequipWeapon()
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{
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if (CurrentWeapon == WeaponType.None) return;
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CurrentWeapon = WeaponType.None;
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swingIndex = 0;
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ApplyVisibility();
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Debug.Log("Unequipped weapon");
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}
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/// <summary>
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/// Resolves an incoming requested animation to a weapon-specific animation if a weapon is equipped.
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/// Non-attack animations are passed through unchanged.
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/// </summary>
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public string ResolveAnimation(string requested)
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{
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if (!IsWeaponEquipped)
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return requested;
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// Allow reactions, blocks, locomotion and non-attack anims
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if (!baseAttackNames.Contains(requested))
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return requested;
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switch (CurrentWeapon)
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{
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case WeaponType.Bat:
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return NextBatAnimation();
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case WeaponType.Hammer:
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return NextHammerAnimation();
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default:
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return requested;
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}
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}
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private string NextBatAnimation()
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{
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// Alternate between two bat swings
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swingIndex = (swingIndex + 1) % 2;
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return swingIndex == 0 ? AnimationNames.BatOne : AnimationNames.BatTwo;
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}
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private string NextHammerAnimation()
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{
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swingIndex = (swingIndex + 1) % 2;
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return swingIndex == 0 ? AnimationNames.HammerOne : AnimationNames.HammerTwo;
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}
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private void ApplyVisibility()
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{
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// Toggle in-hand models based on current weapon
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if (batInHand != null)
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{
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batInHand.SetActive(CurrentWeapon == WeaponType.Bat);
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Debug.Log($"[WeaponManager] batInHand active={batInHand.activeSelf} (weapon={CurrentWeapon})");
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}
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else
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{
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Debug.LogWarning("[WeaponManager] 'batInHand' is not assigned in inspector.");
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}
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if (hammerInHand != null)
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{
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hammerInHand.SetActive(CurrentWeapon == WeaponType.Hammer);
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Debug.Log($"[WeaponManager] hammerInHand active={hammerInHand.activeSelf} (weapon={CurrentWeapon})");
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}
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else
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{
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Debug.LogWarning("[WeaponManager] 'hammerInHand' is not assigned in inspector.");
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}
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}
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// Keep the last pickup object used so we can re-enable it on drop (optional)
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private WeaponPickup lastPickupSource;
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public void EquipWeaponFromPickup(WeaponType weapon, WeaponPickup pickup)
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{
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lastPickupSource = pickup;
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EquipWeapon(weapon);
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}
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public void DropWeapon()
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{
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if (!IsWeaponEquipped) return;
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// Play the pickup animation even when dropping
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var anim = GetComponent<AnimationManager>();
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if (anim != null)
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{
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anim.PlayAnimation(AnimationNames.WeaponPickup);
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}
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if (lastPickupSource != null)
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{
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// Let the pickup place itself and avoid instant trigger
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lastPickupSource.PlaceAsDropped(transform);
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lastPickupSource = null;
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}
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// Block immediate re-equip for a short time
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_pickupCooldownUntil = Time.time + dropReequipBlockSeconds;
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UnequipWeapon();
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}
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private void OnPickupOrDrop(InputAction.CallbackContext ctx)
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{
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// Ignore if within cooldown window
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if (Time.time < _pickupCooldownUntil)
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return;
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// Requirement 3: If the character has a weapon in hand, pressing the same button drops it (and plays pickup anim)
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if (IsWeaponEquipped)
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{
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DropWeapon();
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return;
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}
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// Requirement 1 & 2: Only when in range and no weapon equipped, allow pickup and play pickup anim
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if (WeaponPickup.currentPickupInRange != null)
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{
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WeaponPickup.currentPickupInRange.TryEquip();
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}
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// Otherwise do nothing (no animation out of range)
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}
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}
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