UtBS::2,5; Added some TODO.
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2 changed files with 36 additions and 5 deletions
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@ -317,6 +317,7 @@
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#endif
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[/event]
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#TODO I don't get what is done here any why.
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#define MOBILIZE_SIDE SIDE
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[store_unit]
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variable=enemy
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@ -326,6 +327,7 @@
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[/filter]
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[/store_unit]
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{FOREACH enemy i}
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#TODO why is the ai_special cleared if the units are not going to be restored?
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{CLEAR_VARIABLE enemy[$i].ai_special}
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[unit]
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side={SIDE}
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@ -12,11 +12,13 @@
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victory_when_enemies_defeated=no
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#don't display snapshot of map in saved games
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#TODO why?
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snapshot="no"
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{UNDERGROUND}
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{TURNS 45 43 41}
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#TODO add extra music
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{SCENARIO_MUSIC "underground.ogg"}
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{EXTRA_SCENARIO_MUSIC "legends_of_the_north.ogg"}
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{EXTRA_SCENARIO_MUSIC "the_dangerous_symphony.ogg"}
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@ -242,6 +244,7 @@
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#endif
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[ai]
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#TODO clean up this mess!
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#ifdef EASY
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#recruitment_pattern=scout,fighter,archer,fighter
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#endif
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@ -277,6 +280,7 @@
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value=9
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[/target]
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#TODO clean up.
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#[protect_location]
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#x,y=35,37
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#radius=7
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@ -285,6 +289,7 @@
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[/ai]
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[/side]
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#TODO why do we have unused sides around?
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#Side=6 (not used)
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[side]
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side=6
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@ -296,6 +301,7 @@
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fog=no
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[/side]
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#TODO why do we have unused sides around?
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#Side=7 (not used)
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[side]
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side=7
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@ -365,6 +371,7 @@
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[/ai]
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#causes assassin to attack other units more than Kaleh
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#TODO but isn't Kaleh the target of the Assassin?
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[target]
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id=Kaleh
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value=20
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@ -379,7 +386,7 @@
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# place item images on map
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# recall main heroes
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# initialize starting variables
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# remove keep
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# remove keep #TODO get rid of remove keep that is depricated
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# create elf units
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# create AI=guardian starting units
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@ -407,6 +414,7 @@
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[/objectives]
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#increase the cost of all units by 1
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#TODO get rid of the whole unit cost system, redo it, or at least usa a switch/case
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[if]
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[variable]
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name=scen3
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@ -514,70 +522,84 @@
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#initialize starting variables
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#TODO get rid of this variable
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[set_variable]
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name=rog_died
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value=0
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[/set_variable]
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#TODO get rid of this variable
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[set_variable]
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name=grog_died
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value=0
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[/set_variable]
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#TODO get rid of this variable
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[set_variable]
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name=battle_turn_counter
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value=0
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[/set_variable]
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#TODO get rid of this variable
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[set_variable]
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name=elvish_ally
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value=0
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[/set_variable]
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#TODO get rid of this variable
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[set_variable]
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name=saw_cairn_or_totem
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value=0
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[/set_variable]
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#TODO get rid of this variable
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[set_variable]
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name=dead_dwarf_leaders
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value=0
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[/set_variable]
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#TODO get rid of this variable
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[set_variable]
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name=dead_troll_leaders
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value=0
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[/set_variable]
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#assassin_turn must be 2 or greater to fire
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#TODO 23 turns after the player entered the big cave?
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#isn't that a little too long?
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{RANDOM 13..23}
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#TODO get rid of this variable
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[set_variable]
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name=assassin_turn
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value=$random
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[/set_variable]
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#TODO get rid of this variable
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[set_variable]
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name=call_assassin
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value=0
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[/set_variable]
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#TODO get rid of this variable
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[set_variable]
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name=found_empty_hex
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value=0
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[/set_variable]
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#TODO get rid of this variable
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[set_variable]
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name=enemy_in_hex
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value=0
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[/set_variable]
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#TODO get rid of this variable
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[set_variable]
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name=ally_in_hex
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value=0
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[/set_variable]
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#TODO get rid of this variable
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[set_variable]
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name=unslow_kaleh
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value=0
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@ -586,6 +608,7 @@
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#if play kills both enemy leaders while assassin is alive, then
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#delay victory
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#TODO get rid of this variable
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[set_variable]
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name=delay_victory
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value=0
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@ -667,6 +690,7 @@
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# tunnel villages in southern tunnels
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# village locations: (25,36) (34,37) (47,36) (37,47)
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#TODO Why are those villages not on the map from beginning?
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[terrain]
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x,y=25,36
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terrain=Uu^Vu
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@ -834,8 +858,7 @@
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{NOTRAIT_UNIT 8 (Giant Ant) 17 27}
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{NOTRAIT_UNIT 8 (Giant Ant) 18 26}
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#ifdef EASY
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#else
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#ifndef EASY
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{NOTRAIT_UNIT 8 (Giant Ant) 18 27}
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#endif
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@ -958,6 +981,7 @@
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y=28,28,29,28,29
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[/move_unit_fake]
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#TODO maybe the wounded dwarf should really be wounded?
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{NAMED_NOTRAIT_UNIT 4 (Dwarvish Fighter) 21 29 (Wounded Dwarf) ( _ "Wounded Dwarf")}
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# wmllint: recognize Wounded Dwarf
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{CHECK_EXPLORER}
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[message]
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#TODO get rid of $explorer
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speaker=$explorer.id
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message= _ "Whoa."
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[/message]
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[/message]
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[message]
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#TODO coordinates are speaking? Hell!
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x,y=30,27
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message= _ "Wait a minute...blond hair, pointy ears, they must be Elves."
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[/message]
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[message]
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#TODO coordinates are speaking? Hell!
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x,y=30,25
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message= _ "Elves!?! What in the nine hells are Elves doing down here?"
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[/message]
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# Turn after player enters main cave it is 2, next turn 3, 4, 5 and so on
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# also at start of each turn, erase gold/income for sides that are dead
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# or who haven't been activated yet
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# or who haven't been activated yet #TODO where is that done?
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# TODO recode using nested events and get rid of the battle_turn_counter
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[event]
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name=new turn
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