Some ROCK fixes
Improve efficiency in FIRE logic, it no longer runs the check multiple times for each surrounding particle. RNG chances reduced accordingly. Remove unnecessary code in init_can_move Set Weight to 100, which is the proper max for weight
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7614042e19
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da2ccc70fe
@ -2382,9 +2382,8 @@ void Simulation::init_can_move()
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can_move[movingType][PT_FIGH] = 0;
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can_move[movingType][PT_FIGH] = 0;
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//INVS behaviour varies with pressure
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//INVS behaviour varies with pressure
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can_move[movingType][PT_INVIS] = 3;
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can_move[movingType][PT_INVIS] = 3;
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//stop CNCT and ROCK from being displaced by other particles
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//stop CNCT from being displaced by other particles
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can_move[movingType][PT_CNCT] = 0;
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can_move[movingType][PT_CNCT] = 0;
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can_move[movingType][PT_ROCK] = 0;
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//VOID and PVOD behaviour varies with powered state and ctype
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//VOID and PVOD behaviour varies with powered state and ctype
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can_move[movingType][PT_PVOD] = 3;
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can_move[movingType][PT_PVOD] = 3;
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can_move[movingType][PT_VOID] = 3;
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can_move[movingType][PT_VOID] = 3;
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@ -87,6 +87,56 @@ int Element_FIRE_update(UPDATE_FUNC_ARGS)
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}
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}
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}
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}
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break;
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break;
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case PT_LAVA:
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if (parts[i].ctype == PT_ROCK)
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{
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float pres = sim->pv[y / CELL][x / CELL];
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if (pres <= -9)
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{
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parts[i].ctype = PT_STNE;
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break;
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}
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if (pres >= 25 && RNG::Ref().chance(1, 12500))
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{
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if (pres <= 50)
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{
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if (RNG::Ref().chance(1, 2))
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parts[i].ctype = PT_BRMT;
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else
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parts[i].ctype = PT_CNCT;
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}
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else if (pres <= 75)
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{
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if (pres >= 73 || RNG::Ref().chance(1, 8))
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parts[i].ctype = PT_GOLD;
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else
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parts[i].ctype = PT_QRTZ;
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}
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else if (pres <= 100 && parts[i].temp >= 5000)
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{
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if (RNG::Ref().chance(1, 5)) // 1 in 5 chance IRON to TTAN
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parts[i].ctype = PT_TTAN;
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else
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parts[i].ctype = PT_IRON;
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}
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else if (pres <= 255 && parts[i].temp >= 5000 && RNG::Ref().chance(1, 5))
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{
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if (RNG::Ref().chance(1, 5))
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parts[i].ctype = PT_URAN;
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else if (RNG::Ref().chance(1, 5))
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parts[i].ctype = PT_PLUT;
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else
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parts[i].ctype = PT_TUNG;
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}
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}
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}
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else if (parts[i].ctype == PT_STNE && sim->pv[y / CELL][x / CELL] >= 2.0f) // Form ROCK with pressure
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{
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parts[i].tmp2 = RNG::Ref().between(0, 10); // Provide tmp2 for color noise
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parts[i].ctype = PT_ROCK;
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}
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break;
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default:
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default:
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break;
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break;
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}
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}
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@ -194,66 +244,14 @@ int Element_FIRE_update(UPDATE_FUNC_ARGS)
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parts[ID(r)].ctype = PT_HEAC;
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parts[ID(r)].ctype = PT_HEAC;
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}
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}
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}
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}
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else if (parts[i].ctype == PT_ROCK)
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else if (parts[i].ctype == PT_ROCK && rt == PT_LAVA && parts[ID(r)].ctype == PT_GOLD && parts[ID(r)].tmp == 0 &&
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{
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sim->pv[y / CELL][x / CELL] >= 50 && RNG::Ref().chance(1, 10000)) // Produce GOLD veins/clusters
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float pres = sim->pv[y / CELL][x / CELL];
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if (pres <= -9)
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{
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parts[i].ctype = PT_STNE;
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break;
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}
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if (pres >= 25 && RNG::Ref().chance(1, 100000))
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{
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if (pres <= 50)
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{
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if (RNG::Ref().chance(1, 2))
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parts[i].ctype = PT_BRMT;
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else
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parts[i].ctype = PT_CNCT;
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break;
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}
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else if (pres <= 75)
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{
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if (pres >= 73 || RNG::Ref().chance(1, 8))
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parts[i].ctype = PT_GOLD;
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else
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parts[i].ctype = PT_QRTZ;
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break;
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}
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else if (pres <= 100 && parts[i].temp >= 5000)
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{
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if (RNG::Ref().chance(1, 5)) // 1 in 5 chance IRON to TTAN
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parts[i].ctype = PT_TTAN;
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else
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parts[i].ctype = PT_IRON;
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break;
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}
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else if (pres <= 255 && parts[i].temp >= 5000 && RNG::Ref().chance(1, 5))
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{
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if (RNG::Ref().chance(1, 5))
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parts[i].ctype = PT_URAN;
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else if (RNG::Ref().chance(1, 5))
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parts[i].ctype = PT_PLUT;
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else
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parts[i].ctype = PT_TUNG;
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break;
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}
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}
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if (parts[ID(r)].ctype == PT_GOLD && parts[ID(r)].tmp == 0 && pres >= 50 && RNG::Ref().chance(1, 10000)) // Produce GOLD veins/clusters
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{
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{
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parts[i].ctype = PT_GOLD;
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parts[i].ctype = PT_GOLD;
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if (rx > 1 || rx < -1) // Trend veins vertical
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if (rx > 1 || rx < -1) // Trend veins vertical
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parts[i].tmp = 1;
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parts[i].tmp = 1;
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}
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}
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}
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}
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else if (parts[i].ctype == PT_STNE && sim->pv[y / CELL][x / CELL] >= 2.0f) // Form ROCK with pressure
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{
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parts[i].tmp2 = RNG::Ref().between(0, 10); // Provide tmp2 for color noise
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parts[i].ctype = PT_ROCK;
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}
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}
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if ((surround_space || sim->elements[rt].Explosive) &&
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if ((surround_space || sim->elements[rt].Explosive) &&
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sim->elements[rt].Flammable && RNG::Ref().chance(int(sim->elements[rt].Flammable + (sim->pv[(y+ry)/CELL][(x+rx)/CELL] * 10.0f)), 1000) &&
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sim->elements[rt].Flammable && RNG::Ref().chance(int(sim->elements[rt].Flammable + (sim->pv[(y+ry)/CELL][(x+rx)/CELL] * 10.0f)), 1000) &&
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@ -16,7 +16,7 @@ void Element::Element_ROCK()
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AirDrag = 0.00f * CFDS;
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AirDrag = 0.00f * CFDS;
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AirLoss = 0.94f;
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AirLoss = 0.94f;
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Loss = 0.00f;
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Loss = 0.00f;
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Collision = -0.0f;
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Collision = 0.0f;
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Gravity = 0.0f;
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Gravity = 0.0f;
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Diffusion = 0.00f;
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Diffusion = 0.00f;
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HotAir = 0.000f * CFDS;
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HotAir = 0.000f * CFDS;
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@ -27,7 +27,7 @@ void Element::Element_ROCK()
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Meltable = 5;
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Meltable = 5;
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Hardness = 70;
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Hardness = 70;
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Weight = 120;
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Weight = 100;
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HeatConduct = 200;
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HeatConduct = 200;
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Description = "Rock. Solid material, CNCT can stack on top of it.";
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Description = "Rock. Solid material, CNCT can stack on top of it.";
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