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Blades of Exile License.txt
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Blades of Exile License.txt
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Blades of Exile Source READ ME.doc
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Blades of Exile Source READ ME.txt
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Blades of Exile Source READ ME.txt
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Macintosh Code Release 3/.DS_Store
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Macintosh Code Release 3/.DS_Store
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Macintosh Code Release 3/Blades of Exile Char Editor/.DS_Store
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Macintosh Code Release 3/Blades of Exile Char Editor/.DS_Store
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Macintosh Code Release 3/Blades of Exile Char Editor/char.ed.c
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Macintosh Code Release 3/Blades of Exile Char Editor/char.ed.c
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Macintosh Code Release 3/Blades of Exile Char Editor/dlogtool.c
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Macintosh Code Release 3/Blades of Exile Char Editor/dlogtool.c
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Macintosh Code Release 3/Blades of Exile Char Editor/dlogtool.h
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void cd_init_dialogs();
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Macintosh Code Release 3/Blades of Exile Char Editor/ed.action.c
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Macintosh Code Release 3/Blades of Exile Char Editor/ed.action.c
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Macintosh Code Release 3/Blades of Exile Char Editor/ed.action.h
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Macintosh Code Release 3/Blades of Exile Char Editor/ed.action.h
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Boolean handle_action(EventRecord event,short mode);
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Macintosh Code Release 3/Blades of Exile Char Editor/ed.editors.c
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Macintosh Code Release 3/Blades of Exile Char Editor/ed.editors.h
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Macintosh Code Release 3/Blades of Exile Char Editor/ed.editors.h
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Boolean give_to_pc(short pc_num,item_record_type item, short print_result);
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Macintosh Code Release 3/Blades of Exile Char Editor/ed.fileio.c
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Macintosh Code Release 3/Blades of Exile Char Editor/ed.fileio.c
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Macintosh Code Release 3/Blades of Exile Char Editor/ed.fileio.h
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void save_file(short mode);
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Macintosh Code Release 3/Blades of Exile Char Editor/ed.global.c
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#include <OSUtils.h>
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Macintosh Code Release 3/Blades of Exile Char Editor/ed.global.h
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Macintosh Code Release 3/Blades of Exile Char Editor/ed.graphics.c
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Macintosh Code Release 3/Blades of Exile Char Editor/ed.graphics.c
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Macintosh Code Release 3/Blades of Exile Char Editor/ed.graphics.h
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void init_main_buttons();
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Macintosh Code Release 3/Blades of Exile Char Editor/ed.sound.c
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#include "math.h"
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Macintosh Code Release 3/Blades of Exile Char Editor/ed.sound.h
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void load_sounds ();
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Macintosh Code Release 3/Blades of Exile Char Editor/item_data.h
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Macintosh Code Release 3/Blades of Exile Scenarios/zakhazi.exs
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Macintosh Code Release 3/Exile.sound.c
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Macintosh Code Release 3/Exile.sound.h
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void move_sound(unsigned char ter,short step);
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Macintosh Code Release 3/Scenario Editor/.DS_Store
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Macintosh Code Release 3/Scenario Editor/BOEScen.µ.rsrc
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Macintosh Code Release 3/Scenario Editor/Blades of Exile Base
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Macintosh Code Release 3/Scenario Editor/Exiletedit.c
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Macintosh Code Release 3/Scenario Editor/bladbase.exs
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Macintosh Code Release 3/Scenario Editor/buttonmg.c
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Macintosh Code Release 3/Scenario Editor/buttonmg.h
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void init_lb();
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Macintosh Code Release 3/Scenario Editor/dialogutils.c
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Macintosh Code Release 3/Scenario Editor/dialogutils.h
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Macintosh Code Release 3/Scenario Editor/dlogtool.c
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Macintosh Code Release 3/Scenario Editor/dlogtool.h
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void cd_init_dialogs();
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Macintosh Code Release 3/Scenario Editor/fileio.c
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#include <Memory.h>
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Macintosh Code Release 3/Scenario Editor/fileio.h
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Point Get_Square_To_Edit();
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Macintosh Code Release 3/Scenario Editor/global.c
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Macintosh Code Release 3/Scenario Editor/global.h
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Macintosh Code Release 3/Scenario Editor/itemlist.h
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Macintosh Code Release 3/Scenario Editor/keydlgs.c
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Macintosh Code Release 3/Scenario Editor/keydlgs.h
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void fancy_choice_dialog_event_filter (short item_hit);
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Macintosh Code Release 3/Scenario Editor/scenario.c
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Macintosh Code Release 3/Scenario Editor/scenario.h
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monster_record_type return_monster_template(unsigned char store);
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Macintosh Code Release 3/Scenario Editor/sound.c
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#include "math.h"
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Macintosh Code Release 3/Scenario Editor/sound.h
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void flip_sound();
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Macintosh Code Release 3/Scenario Editor/tGraphics.c
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Macintosh Code Release 3/Scenario Editor/tGraphics.h
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void Set_up_win ();
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Macintosh Code Release 3/Scenario Editor/tactions.c
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Macintosh Code Release 3/Scenario Editor/tactions.h
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void init_current_terrain();
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Macintosh Code Release 3/Scenario Editor/tfileio.c
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Macintosh Code Release 3/Scenario Editor/tfileio.h
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void init_directories();
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Macintosh Code Release 3/Scenario Editor/townout.c
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Macintosh Code Release 3/Scenario Editor/townout.h
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void init_town(short size);
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Macintosh Code Release 3/bladesofexile.µ.rsrc
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Macintosh Code Release 3/bldsexil.c
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Macintosh Code Release 3/bldsexil.h
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void main(void);
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Macintosh Code Release 3/blx.g.utils.c
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void draw_one_terrain_spot (short i,short j,short terrain_to_draw,short dest);
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Macintosh Code Release 3/blxactions.c
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Macintosh Code Release 3/blxactions.h
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void init_screen_locs();
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Macintosh Code Release 3/blxfileio.c
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void init_directories();
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Macintosh Code Release 3/blxgraphics.c
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Macintosh Code Release 3/blxtown_spec.h
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void activate_monster_enc(short enc_num,short str1,short str2,short strsnd,short *flip_bit);
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Macintosh Code Release 3/combat.c
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Macintosh Code Release 3/combat.h
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void start_outdoor_combat(outdoor_creature_type encounter,unsigned char in_which_terrain,short num_walls);
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Boolean pc_combat_move(location destination);
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void char_parry();
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void char_stand_ready();
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void pc_attack(short who_att,short target);
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short calc_spec_dam(short abil,short abil_str,creature_data_type *monst);
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void place_target(location target);
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void do_combat_cast(location target);
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void handle_marked_damage();
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void load_missile();
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void fire_missile(location target);
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Boolean combat_next_step();
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Boolean pick_next_pc();
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void combat_run_monst();
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void do_monster_turn();
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void monster_attack_pc(short who_att,short target);
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void monster_attack_monster(short who_att,short attackee);
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void monst_fire_missile(short m_num,short skill,short bless,short level,location source,short target);
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Boolean monst_breathe(creature_data_type *caster,location targ_space,short dam_type);
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Boolean monst_cast_mage(creature_data_type *caster,short targ);
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Boolean monst_cast_priest(creature_data_type *caster,short targ);
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void damage_target(short target,short dam,short type);
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location find_fireball_loc(location where,short radius,short mode,short *m);
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location closest_pc_loc(location where);
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short count_levels(location where,short radius);
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Boolean pc_near(short pc_num,location where,short radius);
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Boolean monst_near(short m_num,location where,short radius,short active);
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void fireball_space(location loc,short dam);
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void place_spell_pattern(effect_pat_type pat,location center,short type,Boolean prep_for_anim,short who_hit);
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void handle_item_spell(location loc,short num);
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void modify_pattern(effect_pat_type *pat,short type);
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void do_shockwave(location target);
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void radius_damage(location target,short radius, short dam, short type);
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void hit_pcs_in_space(location target,short dam,short type,short report,short hit_all);
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void hit_space(location target,short dam,short type,short report,short hit_all);
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void do_poison();
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void handle_disease();
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void handle_acid();
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Boolean no_pcs_left();
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Boolean hit_end_c_button();
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Boolean out_monst_all_dead();
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void end_combat();
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Boolean combat_cast_mage_spell();
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Boolean combat_cast_priest_spell();
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void start_spell_targeting(short num);
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void start_fancy_spell_targeting(short num);
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void spell_cast_hit_return();
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void process_fields();
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void scloud_space(short m,short n);
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void web_space(short m,short n);
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void sleep_cloud_space(short m,short n);
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void take_m_ap(short num,creature_data_type *monst);
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void add_new_action(short pc_num);
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short get_monst_sound(creature_data_type *attacker,short which_att);
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void start_shop_mode(short shop_type,short shop_min,short shop_max,short cost_adj,char *store_name);
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void cd_init_dialogs();
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Boolean is_explored(short i,short j);
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#include <OSUtils.h>
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void put_spell_info();
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#include "global.h"
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item_record_type return_dummy_item();
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void sort_pc_items(short pc_num);
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void set_terrain_blocked();
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monster_record_type return_monster_template(unsigned char store);
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typedef struct {
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