Blender Plugin 1.6.0
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94
Blender/_Source/L1960_Tools_1_3_0/CubeProjection.py
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94
Blender/_Source/L1960_Tools_1_3_0/CubeProjection.py
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import bpy
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from math import pi
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L1960_Arr_PlainData = [
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["Proj_Empty_01", (0, 0, 2), (0, 0, 0)],
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["Proj_Empty_02", (2, 0, 0), ((pi * 90 / 180), 0, (pi * 90 / 180))],
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["Proj_Empty_03", (0, 2, 0), ((pi * 90 / 180), 0, (pi * 180 / 180))],
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["Proj_Empty_04", (0, 0, -2), ((pi * 180 / 180), 0, 0)],
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["Proj_Empty_05", (-2, 0, 0), ((pi * 90 / 180), 0, (pi * -90 / 180))],
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["Proj_Empty_06", (0, -2, 0), ((pi * 90 / 180), 0, 0)]
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]
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class MESH_OT_add_auto_cube_projection(bpy.types.Operator):
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"""Check Empty´s for projecting, if not existing create new one´s"""
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bl_idname = "mesh.add_auto_cube_projection"
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bl_label = "Add Plain_Axes to scene"
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bl_options = {"REGISTER", "UNDO"}
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def execute(self, context):
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scene = bpy.context.scene
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oldSelection = bpy.context.selected_objects
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oldActive = bpy.context.active_object
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for EmptyData in L1960_Arr_PlainData:
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EmptyName = EmptyData[0]
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EmptyLocation = EmptyData[1]
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EmptyRotation = EmptyData[2]
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if not scene.objects.get(EmptyName):
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bpy.ops.object.empty_add(type='PLAIN_AXES', align='WORLD', location=EmptyLocation, scale=(1, 1, 1), rotation=EmptyRotation)
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empty = bpy.context.active_object
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empty.name = EmptyName
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empty.hide_select = True
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empty.hide_set(True)
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#Change back to old selection and select old active
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for obj in oldSelection:
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obj.select_set(True)
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bpy.context.view_layer.objects.active = oldActive
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self.report({'INFO'}, 'Added/Fixed Emptys for Projection to Scene')
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return {"FINISHED"}
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class MESH_OT_add_modifier_to_mesh(bpy.types.Operator):
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"""Add Modifier to selected Mesh´s and prepare UV-Maps"""
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bl_idname = "mesh.add_modifier_to_mesh"
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bl_label = "Add Modifier to selected Mesh"
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bl_options = {"REGISTER", "UNDO"}
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def execute(self, context):
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newModifierName = "CubeTexModifier"
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Arr_obj = bpy.context.selected_objects
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if len(Arr_obj) < 1:
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self.report({'WARNING'}, 'Select a mesh to add the UVProject-Modifier')
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return {"CANCELLED"}
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empty_objs = [emp_obj for emp_obj in bpy.context.scene.objects if emp_obj.name.startswith("Proj_Empty")]
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if len(empty_objs) < 6:
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self.report({'WARNING'}, 'Create/Recreate projectors, they need to be set up first!')
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return {"CANCELLED"};
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for obj in Arr_obj:
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if obj.data.uv_layers.get("UVMap"):
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obj.data.uv_layers['UVMap'].name = 'UVMap0'
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if not obj.data.uv_layers.get("UVMap0"):
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obj.data.uv_layers.new(name = 'UVMap0')
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if not obj.data.uv_layers.get("UVMap1"):
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obj.data.uv_layers.new(name = 'UVMap1')
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if obj.type == "MESH" and newModifierName not in obj.modifiers:
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obj.modifiers.new(type='UV_PROJECT', name=newModifierName)
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mod = obj.modifiers[newModifierName]
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mod.uv_layer = "UVMap1"
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mod.projector_count = 6
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i = 0
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for p in mod.projectors:
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p.object = bpy.data.objects[L1960_Arr_PlainData[i][0]]
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i = i+1
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else:
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self.report({'INFO'}, 'UVProject-Modifier allready set')
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return {"FINISHED"}
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self.report({'INFO'}, 'Added UVProject-Modifier to mesh')
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return {"FINISHED"}
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65
Blender/_Source/L1960_Tools_1_3_0/FixMaterials.py
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65
Blender/_Source/L1960_Tools_1_3_0/FixMaterials.py
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import bpy
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def replace_material(bad_mat, good_mat):
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bad_mat.user_remap(good_mat)
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bpy.data.materials.remove(bad_mat)
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def get_duplicate_materials(og_material):
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common_name = og_material.name
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if common_name[-3:].isnumeric():
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common_name = common_name[:-4]
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duplicate_materials = []
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for material in bpy.data.materials:
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if material is not og_material:
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name = material.name
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if name[-3:].isnumeric() and name[-4] == ".":
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name = name[:-4]
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if name == common_name:
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duplicate_materials.append(material)
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text = "{} duplicate materials found"
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print(text.format(len(duplicate_materials)))
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return duplicate_materials
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def remove_all_duplicate_materials():
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i = 0
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while i < len(bpy.data.materials):
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og_material = bpy.data.materials[i]
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print("og material: " + og_material.name)
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# get duplicate materials
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duplicate_materials = get_duplicate_materials(og_material)
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# replace all duplicates
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for duplicate_material in duplicate_materials:
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replace_material(duplicate_material, og_material)
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# adjust name to no trailing numbers
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if og_material.name[-3:].isnumeric() and og_material.name[-4] == ".":
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og_material.name = og_material.name[:-4]
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i = i+1
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class MESH_OT_fix_material_names(bpy.types.Operator):
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"""Fixes the material naming, if duplicated are present e.g. Material.001, Material.002 ..."""
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bl_idname = "mesh.fix_material_names"
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bl_label = "Fixes the material naming, if duplicated are present"
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bl_options = {"REGISTER", "UNDO"}
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def execute(self, context):
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remove_all_duplicate_materials()
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self.report({'INFO'}, 'All duplicated Materials merged/fixed')
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return {"FINISHED"}
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65
Blender/_Source/L1960_Tools_1_3_0/__init__.py
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65
Blender/_Source/L1960_Tools_1_3_0/__init__.py
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@@ -0,0 +1,65 @@
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bl_info = {
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"name": "L1960 Tools",
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"author": "Prodeath21",
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"version": (1, 3, 0),
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"blender": (2, 80, 0),
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"location": "3D Viewport > Sidebar > 1960Life category",
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"description": "Set´s up the Projection-Modifier automatically and add´s in the Emptys if not allready created.",
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"category": "Object",
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}
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# ----------------------------------------------
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# Import modules
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# ----------------------------------------------
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if "bpy" in locals():
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import imp
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imp.reload(CubeProjection)
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imp.reload(FixMaterials)
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print("L1960 Tools: Reloaded multifiles")
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else:
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import bpy
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from . import CubeProjection
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from . import FixMaterials
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from . CubeProjection import MESH_OT_add_auto_cube_projection, MESH_OT_add_modifier_to_mesh
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from . FixMaterials import MESH_OT_fix_material_names
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class L1960_PT_AutoAddProjection(bpy.types.Panel):
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pass
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#where to add the panel
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bl_space_type = "VIEW_3D"
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bl_region_type = "UI"
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#add labels
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bl_label = "1960-Life Tools"
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bl_category = "1960-Life"
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def draw(self, context):
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"""define the layout of the panel"""
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self.layout.label(text="UV-Projection")
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row = self.layout.row()
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row.operator("mesh.add_auto_cube_projection", text="Set up Projectors")
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row = self.layout.row()
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row.operator("mesh.add_modifier_to_mesh", text="Add Modifier to Mesh")
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self.layout.separator()
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self.layout.label(text="Materials")
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row = self.layout.row()
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row.operator("mesh.fix_material_names", text="Fix Material Name´s")
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#self.layout.separator()
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#self.layout.label(text="LOD´s")
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#row = self.layout.row()
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#row.operator("mesh.prepareLods_decimate", text="Create LOD´s with decimate")
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#register the panel with blender
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modules = [L1960_PT_AutoAddProjection, MESH_OT_add_auto_cube_projection, MESH_OT_add_modifier_to_mesh, MESH_OT_fix_material_names]
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def register():
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for mod in modules:
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bpy.utils.register_class(mod)
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def unregister():
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for mod in modules:
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bpy.utils.unregister_class(mod)
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if __name__== "__main__":
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register()
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