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# Grief For Plutonium T6
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A GSC plugin for Plutonium BO2 which make the grief mode fully playable in Plutonium T6
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## How to install
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* Compile grief.gsc with https://gscstudio.imcsx.co or https://bit.ly/2SCQVi7 (compiler folder)
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* Rename maincompiled.gsc to _clientids.gsc
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* Create the folders in this way named **maps**>**mp**>**gametypes_zm** in t6r/data
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* Make sure the folders are like this order **t6r/data/maps/mp/gametypes_zm**
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* Place **_clientids.gsc** inside **gametypes_zm** folder
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* Run the server and enjoy grief mode
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199
Grief/grief.gsc
199
Grief/grief.gsc
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#include maps/mp/_utility;
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#include common_scripts/utility;
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#include maps/mp/gametypes_zm/_hud_util;
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#include maps/mp/gametypes_zm/_hud_message;
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#include maps/mp/zombies/_zm;
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#include maps/mp/zombies/_zm_utility;
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#include maps/mp/gametypes_zm/zgrief;
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init()
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{
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level.wait_time = 30; //change this to adjust the start time once the player quota is met
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//this also gives players time to rejoin a game after its ended
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level.player_invulernability_active = 1;
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level.player_quota_active = 1; //set this to 0 to disable player quotas recommended to be 1 for grief
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level.player_quota = 2; //number of players required before the game starts
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level.waiting = 0;
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level.countdown_start = 0;
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level.round_prestart_func =::round_prestart_func; //delays the rounds from starting
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SetDvar( "scr_zm_enable_bots", "1" ); //this is required for the mod to work
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thread add_bots(); //this overrides the typical start time logic
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level.default_solo_laststandpistol = "m1911_zm"; //prevents players from having the solo pistol when downed in grief
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for(;;)
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{
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level waittill("connected", player);
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player thread teamBalancing();
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player thread pregameInvulnernability();
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}
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}
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pregameInvulnerability()
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{
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while ( level.player_invulernability_active == 1 )
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{
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i = 0;
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while ( i < players.size )
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{
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players = get_players();
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wait 0.05;
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player = players[ i ];
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player enableinvulnerability();
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i++;
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}
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}
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while ( level.player_invulernability_active == 0 )
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{
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i2 = 0;
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while ( i2 < players.size )
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{
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players = get_players();
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wait 0.05;
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player = players[ i2 ];
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player disableinvulnerability();
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i2++;
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}
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break;
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}
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}
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round_prestart_func()
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{
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players = get_players();
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while ( players.size < level.player_quota && level.player_quota_active == 1 || players.size < 1)
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{
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wait 0.5;
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players = get_players();
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}
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wait level.wait_time;
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}
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teamBalancing()
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{
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teamplayersallies = countplayers( "allies");
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teamplayersaxis = countplayers( "axis");
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if (teamplayersallies > teamplayersaxis && !level.isresetting_grief)
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{
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self.team = "axis";
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self.sessionteam = "axis";
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self [[level.axis]]();
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self.pers["team"] = "axis";
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self._encounters_team = "A";
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}
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else if (teamplayersallies < teamplayersaxis && !level.isresetting_grief)
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{
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self.team = "allies";
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self.sessionteam = "allies";
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self [[level.allies]]();
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self.pers["team"] = "allies";
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self._encounters_team = "B";
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}
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else if (teamplayersallies == teamplayersaxis && !level.isresetting_grief)
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{
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self.team = "allies";
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self.sessionteam = "allies";
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self [[level.allies]]();
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self.pers["team"] = "allies";
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self._encounters_team = "B";
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}
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}
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add_bots()
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{
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flag_clear( "start_zombie_round_logic" );
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players = get_players();
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level.waiting = 1;
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thread waitMessage();
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while ( players.size < level.player_quota && level.player_quota_active == 1 || players.size < 1)
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{
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wait 0.5;
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players = get_players();
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}
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level.waiting = 0;
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level.countdown_start = 1;
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thread countdownTimer();
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wait level.wait_time;
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level.player_invulernability_active = 0;
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flag_set( "start_zombie_round_logic" );
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}
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waitMessage()
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{
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level endon("game_ended");
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self endon("disconnect");
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if( level.waiting == 0 )
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{
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return;
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}
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Waiting = create_simple_hud();
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Waiting.horzAlign = "center";
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Waiting.vertAlign = "middle";
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Waiting.alignX = "center";
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Waiting.alignY = "middle";
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Waiting.y = -130;
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Waiting.x = 0;
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Waiting.foreground = 1;
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Waiting.fontscale = 2.0;
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Waiting.alpha = 1;
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Waiting.color = ( 1.000, 1.000, 1.000 );
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Waiting.hideWhenInMenu = true;
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Waiting SetText( "Waiting for 1 more player" );
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while ( 1 )
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{
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if ( level.waiting == 0 )
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{
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Waiting destroy();
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break;
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}
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wait 1;
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}
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}
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countdownTimer()
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{
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level endon("game_ended");
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self endon("disconnect");
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if ( level.countdown_start == 0 )
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{
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return;
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}
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Remaining = create_simple_hud();
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Remaining.horzAlign = "center";
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Remaining.vertAlign = "middle";
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Remaining.alignX = "center";
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Remaining.alignY = "middle";
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Remaining.y = 20;
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Remaining.x = 0;
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Remaining.foreground = 1;
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Remaining.fontscale = 2.0;
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Remaining.alpha = 1;
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Remaining.color = ( 0.98, 0.549, 0 );
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Countdown = create_simple_hud();
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Countdown.horzAlign = "center";
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Countdown.vertAlign = "middle";
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Countdown.alignX = "center";
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Countdown.alignY = "middle";
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Countdown.y = -20;
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Countdown.x = 0;
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Countdown.foreground = 1;
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Countdown.fontscale = 2.0;
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Countdown.alpha = 1;
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Countdown.color = ( 1.000, 1.000, 1.000 );
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Countdown SetText( "Match begins in" );
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timer = level.wait_time;
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while ( level.countdown_start == 1 )
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{
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Remaining SetValue( timer );
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wait 1;
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timer--;
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if ( timer <= 0 )
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{
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Countdown destroy();
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Remaining destroy();
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break;
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}
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}
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}
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