Add player animation system!
- Hooks into ModelRenderer by wrapping it in an extended version that allows modification of angles after the model has set them - Is compatible with pretty much everything, yay (even modded armour!) - Adds property overrides to ItemWand so that gets animated too - Adds a system for generating override models from a template at runtime so I don't have to duplicate all the wand models - Tweaks particles and ray spells so they line up with the end of the newly-animated wand - Fixes a long-standing bug where wand usage actions would stop immediately for all non-continuous spells
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package electroblob.wizardry.client.animation;
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import electroblob.wizardry.Wizardry;
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import electroblob.wizardry.item.SpellActions;
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import electroblob.wizardry.util.WizardryUtilities;
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import net.minecraft.client.Minecraft;
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import net.minecraft.client.entity.AbstractClientPlayer;
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import net.minecraft.client.model.ModelBiped;
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import net.minecraft.client.model.ModelPlayer;
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import net.minecraft.client.model.ModelRenderer;
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import net.minecraft.client.renderer.GlStateManager;
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import net.minecraft.client.renderer.entity.Render;
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import net.minecraft.client.renderer.entity.RenderLivingBase;
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import net.minecraft.client.renderer.entity.RenderPlayer;
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import net.minecraft.client.renderer.entity.layers.LayerBipedArmor;
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import net.minecraft.client.renderer.entity.layers.LayerRenderer;
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import net.minecraft.entity.EntityLivingBase;
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import net.minecraft.entity.player.EntityPlayer;
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import net.minecraft.inventory.EntityEquipmentSlot;
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import net.minecraft.item.EnumAction;
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import net.minecraft.item.ItemStack;
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import net.minecraft.util.EnumHand;
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import net.minecraft.util.EnumHandSide;
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import net.minecraftforge.client.ForgeHooksClient;
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import net.minecraftforge.client.event.RenderPlayerEvent;
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import net.minecraftforge.client.event.RenderSpecificHandEvent;
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import net.minecraftforge.fml.common.Mod;
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import net.minecraftforge.fml.common.ObfuscationReflectionHelper;
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import net.minecraftforge.fml.common.eventhandler.SubscribeEvent;
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import net.minecraftforge.fml.relauncher.Side;
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import java.lang.reflect.Field;
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import java.util.ArrayList;
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import java.util.HashMap;
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import java.util.List;
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import java.util.Map;
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/**
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* Handles the setup and rendering events for custom player animations, as well as registering of animations. Addons
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* can also register their own animations here, see {@link PlayerAnimator#registerAnimation(Animation)}.
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* @author Electroblob
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* @since Wizardry 4.3
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* @see electroblob.wizardry.item.SpellActions SpellActions
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*/
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@Mod.EventBusSubscriber(Side.CLIENT)
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public class PlayerAnimator {
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// TODO: Attempt to extend this to all bipeds
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private static final List<Animation> animations = new ArrayList<>();
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/** Stores all registered layer renderers for lazy-loading of armour models later. */
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private static final Map<RenderPlayer, List<LayerRenderer<? extends EntityLivingBase>>> playerLayers = new HashMap<>();
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/** Stores the main model for each renderer plus all models for registered layer renderers. */
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private static final Map<RenderPlayer, List<ModelBiped>> playerLayerModels = new HashMap<>();
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/** Reflected into {@link RenderLivingBase}{@code #layerRenderers}. */
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private static final Field layerRenderers;
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static {
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layerRenderers = ObfuscationReflectionHelper.findField(RenderLivingBase.class, "field_177097_h");
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}
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/**
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* Registers a new player animation. This method should be called from the {@code init()} phase via a client proxy.
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* @param animation The animation to register
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*/
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// N.B. This can (and will) be called before PlayerAnimator#init() is called
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public static void registerAnimation(Animation animation){
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if(animations.contains(animation)){
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Wizardry.logger.warn("Animation {} is already registered!", animation.getName());
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}else{
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animations.add(animation);
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}
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}
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// TODO: Figure out if calling this from postInit ensures we catch all the layers, and lazy-load it if not
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@SuppressWarnings("unchecked")
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public static void init(){
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for(RenderPlayer renderer : Minecraft.getMinecraft().getRenderManager().getSkinMap().values()){
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List<ModelBiped> models = new ArrayList<>();
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ModelRendererExtended.wrap(renderer.getMainModel());
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models.add(renderer.getMainModel());
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try {
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List<LayerRenderer<? extends EntityLivingBase>> layers = (List<LayerRenderer<? extends EntityLivingBase>>)layerRenderers.get(renderer);
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playerLayers.put(renderer, layers);
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for(LayerRenderer<?> layer : layers){
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for(Field field : WizardryUtilities.getAllFields(layer.getClass())){
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field.setAccessible(true);
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// If your layer model doesn't extend ModelBiped, you DESERVE to be incompatible!
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// (Just kidding... there's nothing I can do about it anyway)
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if(field.get(layer) instanceof ModelBiped){
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ModelBiped model = (ModelBiped)field.get(layer);
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ModelRendererExtended.wrap(model);
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models.add(model);
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}
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}
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}
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}catch(IllegalAccessException e){
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Wizardry.logger.error("Error during reflective access of render layers: ", e);
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}
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playerLayerModels.put(renderer, models);
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}
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}
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private static void updateModels(EntityPlayer player, Render<?> renderer, float partialTicks, boolean firstPerson){
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// Biped armour is special because of Forge's armour item render hook
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// This needs to be lazy-loaded because we need access to an actual item
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for(LayerRenderer<? extends EntityLivingBase> layer : playerLayers.get(renderer)){
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if(layer instanceof LayerBipedArmor){
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for(EntityEquipmentSlot slot : WizardryUtilities.ARMOUR_SLOTS){
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ItemStack armour = player.getItemStackFromSlot(slot);
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ModelBiped model = ForgeHooksClient.getArmorModel(player, armour, slot, ((LayerBipedArmor)layer).getModelFromSlot(slot));
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List<ModelBiped> models = playerLayerModels.get(renderer);
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if(!models.contains(model)){
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models.add(model);
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ModelRendererExtended.wrap(model);
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}
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}
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}
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}
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boolean flag = false;
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for(Animation animation : animations){
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boolean autoRotateSecondLayer = animation.autoRotateSecondLayer(player, firstPerson);
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if(animation.shouldDisplay(player, firstPerson)){
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flag = true;
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for(ModelBiped model : playerLayerModels.get(renderer)){
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animation.setRotationAngles(player, model, partialTicks, firstPerson);
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if(autoRotateSecondLayer && model instanceof ModelPlayer){
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alignSecondLayer((ModelPlayer)model);
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}
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}
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}
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}
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if(!flag){
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for(ModelBiped model : playerLayerModels.get(renderer)){
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for(ModelRenderer box : model.boxList){ // For ModelPlayer, this will include the second layer
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// Some models have extra boxes, they (probably) don't need wrapping but we need this check!
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if(box instanceof ModelRendererExtended){
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((ModelRendererExtended)box).resetRotation();
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}
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}
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}
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}
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}
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/** Rotates the second layer boxes of the given (wrapped) player model to match the first layer. */
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public static void alignSecondLayer(ModelPlayer model){
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((ModelRendererExtended)model.bipedBodyWear) .setRotationTo((ModelRendererExtended)model.bipedBody);
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((ModelRendererExtended)model.bipedRightArmwear).setRotationTo((ModelRendererExtended)model.bipedRightArm);
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((ModelRendererExtended)model.bipedLeftArmwear) .setRotationTo((ModelRendererExtended)model.bipedLeftArm);
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((ModelRendererExtended)model.bipedRightLegwear).setRotationTo((ModelRendererExtended)model.bipedBody);
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((ModelRendererExtended)model.bipedLeftLegwear) .setRotationTo((ModelRendererExtended)model.bipedBody);
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}
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@SubscribeEvent
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public static void onRenderHandEvent(RenderSpecificHandEvent event){
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AbstractClientPlayer player = Minecraft.getMinecraft().player;
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EnumAction action = event.getItemStack().getItemUseAction();
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if(player.isHandActive() && player.getActiveHand() == event.getHand() && SpellActions.getSpellActions().contains(action)){
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// Minecraft's item renderer helpfully doesn't have a default case for the usage action so it doesn't do any
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// transformations at all (which is VERY ANNOYING!) - the following lines are from ItemRenderer#transformSideFirstPerson
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int i = (player.getPrimaryHand() == EnumHandSide.RIGHT) == (event.getHand() == EnumHand.MAIN_HAND) ? 1 : -1;
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GlStateManager.translate((float)i * 0.56F, -0.52F + event.getEquipProgress() * -0.6F, -0.72F);
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}
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updateModels(player, Minecraft.getMinecraft().getRenderManager().getEntityRenderObject(player), event.getPartialTicks(), true);
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}
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@SubscribeEvent
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public static void onRenderPlayerPreEvent(RenderPlayerEvent.Pre event){
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// boolean firstPerson = event.getEntityPlayer() == Minecraft.getMinecraft().player
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// && Minecraft.getMinecraft().gameSettings.thirdPersonView == 0;
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updateModels(event.getEntityPlayer(), event.getRenderer(), event.getPartialRenderTick(), false);
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}
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// @SubscribeEvent
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// public static void onRenderPlayerPostEvent(RenderPlayerEvent.Post event){
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// TODO: Would we ever need to unwrap the models?
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// }
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}
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