Converting script to Titan One

GPC1 script programming for Titan One. Code examples, questions, requests.

Converting script to Titan One

Postby Flash » Thu Jun 21, 2018 4:48 am

Please convert these scripts to T1 for me. I'm gonna run them thru a text comparison tool so I can learn to do it myself.

Code: Select all
//
 
 
 
 
                                                                             CONSOLES: PS4 & XBOX 1
                                                                             FEATURES:
                                                                                     Advanced Jitter
                                                                                     Aim Abuse (Auto Aim)
                                                                                     Auto Jump (Advanced Jitter ONLY)
 
 
 */
 // ADVANCED SHOTGUN JITTER: HOLD L2 (LT) AND TAP R2 (RT)
 int Advanced_Jitter = FALSE; // TAP "DOWN" for toggle ON_OFF
 
 
 // ADVANCED JITTER WITH INSTA WALL
 int Advanced_Jitter_BUILD = FALSE; // HOLD "ADS_BTN" and TAP "DOWN" for toggle ON_OFF
 
 
 //OLD SCHOOL AIM ABUSE (HOLD L2(LT) MORE THAN 90%)
 int SENASSIST_onoff = TRUE; // HOLD "ADS_BTN" and TAP "LEFT" for toggle ON_OFF
 
 
 
 
 
 
 
 
 //----------------------------------------
 // BUTTON LAYOUT: COMBAT PRO
 define FIRE_BTN = 4; //XB1_RB //PS4_R2
 define ADS_BTN = 7; //XB1_LB //PS4_L2
 define CROUCH_BTN = 5; //XB1_RS //PS4_R3
 define SPRINT_BTN = 8; //XB1_LS //PS4_L3
 define JUMP_BTN = 19; //XB1_A  //PS4_CROSS
 define NEXT_PIECE = 3; //XB1_RT //PS4_R1
 define LEFT_BUMP = 6; //XB1_LT //PS4_L1
 define SWAP_BTN = 17; //XB1_Y  //PS4_TRIANGLE
 define BUILD_BTN = 18; //XB1_B  //PS4_CIRCLE
 define WALL_BTN = 4; //XB1_RB //PS4_R2
 define STAIRS_BTN = 7; //XB1_LB //PS4_L2
 define FLOOR_BTN = 3; //XB1_RT //PS4_R1
 define ROOF_BTN = 6; //XB1_LT //PS4_L1
 define RELOAD_BTN = 20; //XB1_X //PS4_SQAURE
 define R_X = 9; //XB1_RX //PS4_RX
 define R_Y = 10; //XB1_RY //PS4_RY
 define L_X = 11; //XB1_LX //PS4_LX
 define L_Y = 12; //XB1_LY //PS4_LY
 define UP = 13; //XB1_UP //PS4_UP
 define DOWN = 14; //XB1_DOWN //PS4_DOWN
 define LEFT = 15; //XB1_LEFT //PS4_LEFT
 define RIGHT = 16; //XB1_RIGHT //PS4_RIGHT
 
 
 
 
 //-------------------------------------------------------------------------------------------
 //COLOR IDENTIFICATION             
 define Blue = 1;
 define Red = 2;
 define Green = 3;
 define Pink = 4;
 define SkyBlue = 5;
 define Yellow = 6;
 define White = 7;
 data(1,
     2, 0, 0, 0, //1. Blue                                 
     0, 2, 0, 0, //2. Red                                 
     0, 0, 2, 0, //3. Green                               
     0, 0, 0, 2, //4. Pink                                 
     2, 0, 2, 0, //5. SkyBlue                             
     0, 2, 2, 0, //6. Yellow                               
     2, 2, 2, 2 //7. White
 );
 int Col_ind;
 //END
 
 
 
 
 
 
 
 
 //UNMAPPING CONTROLS
 unmap 14; //DOWN
 //END
 //-----------------------------------------------------
 // VARIABLES
 
 
 
 
 
 
 
 
 //RUMBLE
 int rumble_type = RUMBLE_A;
 //END
 
 
 
 
 //JItter
 int tap; //ADVANCED JITTER
 int R2_block; //ADVANCED JITTER
 //END
 
 
 
 
 //AIM ASSIST HOLD & WAIT
 int aimabuse_hold;
 int aimabuse_rest;
 //END
 
 
 
 
 main { //---------------------------------
     /////////////////////////////////////////////////////////////////////////////////
     // ON-OFF SETTINGS:   
     if (get_val(ADS_BTN)) {
         // HOLD L2(LT) and PRESS LEFT
         if (event_press(LEFT)) {
             SENASSIST_onoff = !SENASSIST_onoff;
             rumble_A_if_true(SENASSIST_onoff);
         }
         if (!Advanced_Jitter) {
             if (event_press(DOWN)) {
                 Advanced_Jitter_BUILD = !Advanced_Jitter_BUILD;
                 tap = FALSE;
                 rumble_A_if_true(Advanced_Jitter_BUILD);
             }
         }
     }
 
 
     if (!get_val(ADS_BTN)) {
         // IF L2(LT) IS NOT HELD and PRESS DOWN
         if (!Advanced_Jitter_BUILD) {
             if (event_press(DOWN)) {
                 Advanced_Jitter = !Advanced_Jitter;
                 tap = FALSE;
                 rumble_A_if_true(Advanced_Jitter);
             }
         }
     }
     if ((Advanced_Jitter) && tap) {
         if (get_val(ADS_BTN) && event_press(DOWN)) {
             Advanced_Jitter_BUILD = TRUE;
             Advanced_Jitter = FALSE;
             tap = TRUE;
             rumble_A_if_true(Advanced_Jitter_BUILD);
         }
     }
     if ((Advanced_Jitter) && !tap) {
         if (get_val(ADS_BTN) && event_press(DOWN)) {
             Advanced_Jitter_BUILD = TRUE;
             Advanced_Jitter = FALSE;
             tap = FALSE;
             rumble_A_if_true(Advanced_Jitter_BUILD);
         }
     }
     if ((Advanced_Jitter_BUILD) && tap) {
         if (!get_val(ADS_BTN) && event_press(DOWN)) {
             Advanced_Jitter_BUILD = FALSE;
             Advanced_Jitter = TRUE;
             tap = TRUE;
             rumble_A_if_true(Advanced_Jitter);
         }
     }
     if ((Advanced_Jitter_BUILD) && !tap) {
         if (!get_val(ADS_BTN) && event_press(DOWN)) {
             Advanced_Jitter_BUILD = FALSE;
             Advanced_Jitter = TRUE;
             tap = FALSE;
             rumble_A_if_true(Advanced_Jitter);
         }
     }
     /////////////////////////////////////////////////////////////////////////////////
     //  Color Identification
     if ((!Advanced_Jitter || Advanced_Jitter_BUILD)) colourled(Red); //EVERYTHING IS OFF
     if ((Advanced_Jitter || Advanced_Jitter_BUILD) && tap) colourled(Pink); //IF PINK YOU'RE HOLDING WEAPON ON THE RIGHT
     if ((Advanced_Jitter || Advanced_Jitter_BUILD) && !tap) colourled(Blue); //IF BLUE YOU'RE HOLDING WEAPON ON THE LEFT
 
 
 
 
     /////////////////////////////////////////////////////////////////////////////////
     // SENSITIVE AIM ABUSE                                           
     if (SENASSIST_onoff) {
         if (get_val(ADS_BTN) > 95) {
             aimabuse_hold = 85; // HOW LONG IS L2 HELD FOR
             aimabuse_rest = 10; // HOW LONG IS L2 NOT HELD FOR
             combo_run(AIM_ABUSE); //AIM ABUSE
         } else if (combo_running(AIM_ABUSE)) {
             combo_stop(AIM_ABUSE);
         }
     }
     /////////////////////////////////////////////////////////////////////////////////
     //TAPPING R2 AFTER SET TIME
     if (Advanced_Jitter) {
         if (R2_block) {
             set_val(FIRE_BTN, 0);
             set_val(ADS_BTN, 0);
         }
         //------------------------------------------------
         if (get_val(ADS_BTN) && event_press(FIRE_BTN)) {
             if (!tap) {
                 combo_run(JUMP); //JUMP
                 tap = TRUE; //LED COLOR BLUE
                 combo_run(Double_Tact_R1); //TAP R1
             } else if (tap) {
                 combo_run(JUMP); // JUMP
                 tap = FALSE; //LED COLOR PINK
                 combo_run(Double_Tact_L1); //TAP L1
             }
             set_val(FIRE_BTN, 0);
             set_val(ADS_BTN, 0);
         }
 
 
     }
     //ADVANCED JITTER WITH BUILD WALL
     if (Advanced_Jitter_BUILD) {
         if (R2_block) {
             set_val(FIRE_BTN, 0);
             set_val(ADS_BTN, 0);
         }
         //------------------------------------------------
         if (get_val(ADS_BTN) && event_press(FIRE_BTN)) {
             if (!tap) {
                 combo_run(JUMP); //JUMP
                 tap = TRUE; //LED COLOR BLUE
                 combo_run(Double_Tact_R1); //TAP R1
                 combo_run(BUILD_WALL);
             } else if (tap) {
                 combo_run(JUMP); // JUMP
                 tap = FALSE; //LED COLOR PINK
                 combo_run(Double_Tact_L1); //TAP L1
                 combo_run(BUILD_WALL);
             }
             set_val(FIRE_BTN, 0);
             set_val(ADS_BTN, 0);
         }
 
 
     }
     /////////////////////////////////////////////////////////////////////////////////
     //AUTO RUN
     if (!get_val(ADS_BTN) && get_val(L_Y) < -90) {
         set_val(SPRINT_BTN, 100);
     }
     /////////////////////////////////////////////////////////////////////////////////
     //HAIR TRIGGER
     if (get_val(FIRE_BTN)) { // IF YOU PRESS AT LEAST 1% OF FIRE BTN IT'LL HAVE AN OUTPUT OF 100
         set_val(FIRE_BTN, 100);
     }
 } //-----------------------------------------
 
 
 
 
 // COMBO BLOCKS
 
 
 
 
 
 
 combo JUMP {
     wait(140);
     set_val(JUMP_BTN, 100);
     wait(110);
     set_val(JUMP_BTN, 0);
     wait(200); // how long to wait until next Jump
 } //end
 
 
 
 
 combo AIM_ABUSE { // RAPID AIM
     set_val(ADS_BTN, 100);
     wait(aimabuse_hold);
     set_val(ADS_BTN, 0);
     wait(aimabuse_rest);
 } //end
 
 
 combo BUILD_WALL {
     wait(20);
     wait(5):
         set_val(BUILD_BTN, 100);
     wait(40);
     wait(40);
     set_val(FIRE_BTN, 100);
     wait(40);
     wait(40);
     set_val(FIRE_BTN, 100);
     wait(90);
     wait(50);
     set_val(BUILD_BTN, 100);
     wait(15);
     wait(5);
 }
 
 
 combo Double_Tact_L1 { //ADVANCED JITTER
     R2_block = TRUE;
     set_val(FIRE_BTN, 100);
     wait(15);
     wait(5);
     set_val(LEFT_BUMP, 100);
     wait(50);
     wait(410); // (570) FOR PUMP CHANGE THIS TO (400) for TACT
     R2_block = FALSE;
 } //END
 
 
 
 
 combo Double_Tact_R1 { //ADVANCED JITTER
     R2_block = TRUE;
     set_val(FIRE_BTN, 100);
     wait(15);
     wait(5);
     set_val(NEXT_PIECE, 100);
     wait(50);
     wait(410);
     R2_block = FALSE;
 } //end
 
 
 combo VIBRATE {
     set_rumble(rumble_type, 100);
     wait(300);
     reset_rumble();
 } //end
 
 
 
 
 
 
 
 
 function rumble_A_if_true(var) {
     if (var) rumble_type = RUMBLE_A;
     else rumble_type = RUMBLE_B;
     combo_run(VIBRATE);
 }
 // COLOR LED function                               
 //--------------------------------------------------------------
 function colourled(Colour) {
     Col_ind = (Colour * 4) - 3;
     set_led(LED_1, dbyte(Col_ind));
     set_led(LED_2, dbyte(Col_ind + 1));
     set_led(LED_3, dbyte(Col_ind + 2));
     set_led(LED_4, dbyte(Col_ind + 3));
 }


Code: Select all
 


Thank you!
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Flash
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Re: Converting script to Titan One

Postby Scachi » Thu Jun 21, 2018 4:55 am

I moved the data thing to the top.
The T1 doesn't support wait time < 10 so you are getting warning on compilation and the timing may be of in-game, but give it a try. Maybe it still works - Don't know how to fix that the correct way other than changing the wait(5) in the combos to wait(10);

Code: Select all
/*
 
 
 
 
                                                                             CONSOLES: PS4 & XBOX 1
                                                                             FEATURES:
                                                                                     Advanced Jitter
                                                                                     Aim Abuse (Auto Aim)
                                                                                     Auto Jump (Advanced Jitter ONLY)
 
 
 */

 
  data(1,
     2, 0, 0, 0, //1. Blue                                 
     0, 2, 0, 0, //2. Red                                 
     0, 0, 2, 0, //3. Green                               
     0, 0, 0, 2, //4. Pink                                 
     2, 0, 2, 0, //5. SkyBlue                             
     0, 2, 2, 0, //6. Yellow                               
     2, 2, 2, 2 //7. White
 );
 
 // ADVANCED SHOTGUN JITTER: HOLD L2 (LT) AND TAP R2 (RT)
 int Advanced_Jitter = FALSE; // TAP "DOWN" for toggle ON_OFF
 
 
 // ADVANCED JITTER WITH INSTA WALL
 int Advanced_Jitter_BUILD = FALSE; // HOLD "ADS_BTN" and TAP "DOWN" for toggle ON_OFF
 
 
 //OLD SCHOOL AIM ABUSE (HOLD L2(LT) MORE THAN 90%)
 int SENASSIST_onoff = TRUE; // HOLD "ADS_BTN" and TAP "LEFT" for toggle ON_OFF
 
 
 
 
 
 
 
 
 //----------------------------------------
 // BUTTON LAYOUT: COMBAT PRO
 define FIRE_BTN = 4; //XB1_RB //PS4_R2
 define ADS_BTN = 7; //XB1_LB //PS4_L2
 define CROUCH_BTN = 5; //XB1_RS //PS4_R3
 define SPRINT_BTN = 8; //XB1_LS //PS4_L3
 define JUMP_BTN = 19; //XB1_A  //PS4_CROSS
 define NEXT_PIECE = 3; //XB1_RT //PS4_R1
 define LEFT_BUMP = 6; //XB1_LT //PS4_L1
 define SWAP_BTN = 17; //XB1_Y  //PS4_TRIANGLE
 define BUILD_BTN = 18; //XB1_B  //PS4_CIRCLE
 define WALL_BTN = 4; //XB1_RB //PS4_R2
 define STAIRS_BTN = 7; //XB1_LB //PS4_L2
 define FLOOR_BTN = 3; //XB1_RT //PS4_R1
 define ROOF_BTN = 6; //XB1_LT //PS4_L1
 define RELOAD_BTN = 20; //XB1_X //PS4_SQAURE
 define R_X = 9; //XB1_RX //PS4_RX
 define R_Y = 10; //XB1_RY //PS4_RY
 define L_X = 11; //XB1_LX //PS4_LX
 define L_Y = 12; //XB1_LY //PS4_LY
 define UP = 13; //XB1_UP //PS4_UP
 define DOWN = 14; //XB1_DOWN //PS4_DOWN
 define LEFT = 15; //XB1_LEFT //PS4_LEFT
 define RIGHT = 16; //XB1_RIGHT //PS4_RIGHT
 
 
 
 
 //-------------------------------------------------------------------------------------------
 //COLOR IDENTIFICATION             
 define Blue = 1;
 define Red = 2;
 define Green = 3;
 define Pink = 4;
 define SkyBlue = 5;
 define Yellow = 6;
 define White = 7;
 
 int Col_ind;
 //END
 
 
 
 
 
 
 
 
 //UNMAPPING CONTROLS
 unmap 14; //DOWN
 //END
 //-----------------------------------------------------
 // VARIABLES
 
 
 
 
 
 
 
 
 //RUMBLE
 int rumble_type = RUMBLE_A;
 //END
 
 
 
 
 //JItter
 int tap; //ADVANCED JITTER
 int R2_block; //ADVANCED JITTER
 //END
 
 
 
 
 //AIM ASSIST HOLD & WAIT
 int aimabuse_hold;
 int aimabuse_rest;
 //END
 
 
 
 
 main { //---------------------------------
     /////////////////////////////////////////////////////////////////////////////////
     // ON-OFF SETTINGS:   
     if (get_val(ADS_BTN)) {
         // HOLD L2(LT) and PRESS LEFT
         if (event_press(LEFT)) {
             SENASSIST_onoff = !SENASSIST_onoff;
             rumble_A_if_true(SENASSIST_onoff);
         }
         if (!Advanced_Jitter) {
             if (event_press(DOWN)) {
                 Advanced_Jitter_BUILD = !Advanced_Jitter_BUILD;
                 tap = FALSE;
                 rumble_A_if_true(Advanced_Jitter_BUILD);
             }
         }
     }
 
 
     if (!get_val(ADS_BTN)) {
         // IF L2(LT) IS NOT HELD and PRESS DOWN
         if (!Advanced_Jitter_BUILD) {
             if (event_press(DOWN)) {
                 Advanced_Jitter = !Advanced_Jitter;
                 tap = FALSE;
                 rumble_A_if_true(Advanced_Jitter);
             }
         }
     }
     if ((Advanced_Jitter) && tap) {
         if (get_val(ADS_BTN) && event_press(DOWN)) {
             Advanced_Jitter_BUILD = TRUE;
             Advanced_Jitter = FALSE;
             tap = TRUE;
             rumble_A_if_true(Advanced_Jitter_BUILD);
         }
     }
     if ((Advanced_Jitter) && !tap) {
         if (get_val(ADS_BTN) && event_press(DOWN)) {
             Advanced_Jitter_BUILD = TRUE;
             Advanced_Jitter = FALSE;
             tap = FALSE;
             rumble_A_if_true(Advanced_Jitter_BUILD);
         }
     }
     if ((Advanced_Jitter_BUILD) && tap) {
         if (!get_val(ADS_BTN) && event_press(DOWN)) {
             Advanced_Jitter_BUILD = FALSE;
             Advanced_Jitter = TRUE;
             tap = TRUE;
             rumble_A_if_true(Advanced_Jitter);
         }
     }
     if ((Advanced_Jitter_BUILD) && !tap) {
         if (!get_val(ADS_BTN) && event_press(DOWN)) {
             Advanced_Jitter_BUILD = FALSE;
             Advanced_Jitter = TRUE;
             tap = FALSE;
             rumble_A_if_true(Advanced_Jitter);
         }
     }
     /////////////////////////////////////////////////////////////////////////////////
     //  Color Identification
     if ((!Advanced_Jitter || Advanced_Jitter_BUILD)) colourled(Red); //EVERYTHING IS OFF
     if ((Advanced_Jitter || Advanced_Jitter_BUILD) && tap) colourled(Pink); //IF PINK YOU'RE HOLDING WEAPON ON THE RIGHT
     if ((Advanced_Jitter || Advanced_Jitter_BUILD) && !tap) colourled(Blue); //IF BLUE YOU'RE HOLDING WEAPON ON THE LEFT
 
 
 
 
     /////////////////////////////////////////////////////////////////////////////////
     // SENSITIVE AIM ABUSE                                           
     if (SENASSIST_onoff) {
         if (get_val(ADS_BTN) > 95) {
             aimabuse_hold = 85; // HOW LONG IS L2 HELD FOR
             aimabuse_rest = 10; // HOW LONG IS L2 NOT HELD FOR
             combo_run(AIM_ABUSE); //AIM ABUSE
         } else if (combo_running(AIM_ABUSE)) {
             combo_stop(AIM_ABUSE);
         }
     }
     /////////////////////////////////////////////////////////////////////////////////
     //TAPPING R2 AFTER SET TIME
     if (Advanced_Jitter) {
         if (R2_block) {
             set_val(FIRE_BTN, 0);
             set_val(ADS_BTN, 0);
         }
         //------------------------------------------------
         if (get_val(ADS_BTN) && event_press(FIRE_BTN)) {
             if (!tap) {
                 combo_run(JUMP); //JUMP
                 tap = TRUE; //LED COLOR BLUE
                 combo_run(Double_Tact_R1); //TAP R1
             } else if (tap) {
                 combo_run(JUMP); // JUMP
                 tap = FALSE; //LED COLOR PINK
                 combo_run(Double_Tact_L1); //TAP L1
             }
             set_val(FIRE_BTN, 0);
             set_val(ADS_BTN, 0);
         }
 
 
     }
     //ADVANCED JITTER WITH BUILD WALL
     if (Advanced_Jitter_BUILD) {
         if (R2_block) {
             set_val(FIRE_BTN, 0);
             set_val(ADS_BTN, 0);
         }
         //------------------------------------------------
         if (get_val(ADS_BTN) && event_press(FIRE_BTN)) {
             if (!tap) {
                 combo_run(JUMP); //JUMP
                 tap = TRUE; //LED COLOR BLUE
                 combo_run(Double_Tact_R1); //TAP R1
                 combo_run(BUILD_WALL);
             } else if (tap) {
                 combo_run(JUMP); // JUMP
                 tap = FALSE; //LED COLOR PINK
                 combo_run(Double_Tact_L1); //TAP L1
                 combo_run(BUILD_WALL);
             }
             set_val(FIRE_BTN, 0);
             set_val(ADS_BTN, 0);
         }
 
 
     }
     /////////////////////////////////////////////////////////////////////////////////
     //AUTO RUN
     if (!get_val(ADS_BTN) && get_val(L_Y) < -90) {
         set_val(SPRINT_BTN, 100);
     }
     /////////////////////////////////////////////////////////////////////////////////
     //HAIR TRIGGER
     if (get_val(FIRE_BTN)) { // IF YOU PRESS AT LEAST 1% OF FIRE BTN IT'LL HAVE AN OUTPUT OF 100
         set_val(FIRE_BTN, 100);
     }
 } //-----------------------------------------
 
 
 
 
 // COMBO BLOCKS
 
 
 
 
 
 
 combo JUMP {
     wait(140);
     set_val(JUMP_BTN, 100);
     wait(110);
     set_val(JUMP_BTN, 0);
     wait(200); // how long to wait until next Jump
 } //end
 
 
 
 
 combo AIM_ABUSE { // RAPID AIM
     set_val(ADS_BTN, 100);
     wait(aimabuse_hold);
     set_val(ADS_BTN, 0);
     wait(aimabuse_rest);
 } //end
 
 
 combo BUILD_WALL {
     wait(20);
     wait(5):
         set_val(BUILD_BTN, 100);
     wait(40);
     wait(40);
     set_val(FIRE_BTN, 100);
     wait(40);
     wait(40);
     set_val(FIRE_BTN, 100);
     wait(90);
     wait(50);
     set_val(BUILD_BTN, 100);
     wait(15);
     wait(5);
 }
 
 
 combo Double_Tact_L1 { //ADVANCED JITTER
     R2_block = TRUE;
     set_val(FIRE_BTN, 100);
     wait(15);
     wait(5);
     set_val(LEFT_BUMP, 100);
     wait(50);
     wait(410); // (570) FOR PUMP CHANGE THIS TO (400) for TACT
     R2_block = FALSE;
 } //END
 
 
 
 
 combo Double_Tact_R1 { //ADVANCED JITTER
     R2_block = TRUE;
     set_val(FIRE_BTN, 100);
     wait(15);
     wait(5);
     set_val(NEXT_PIECE, 100);
     wait(50);
     wait(410);
     R2_block = FALSE;
 } //end
 
 
 combo VIBRATE {
     set_rumble(rumble_type, 100);
     wait(300);
     reset_rumble();
 } //end
 
 
 
 
 
 
 
 
 function rumble_A_if_true(var) {
     if (var) rumble_type = RUMBLE_A;
     else rumble_type = RUMBLE_B;
     combo_run(VIBRATE);
 }
 // COLOR LED function                               
 //--------------------------------------------------------------
 function colourled(Colour) {
     Col_ind = (Colour * 4) - 3;
     set_led(LED_1, dbyte(Col_ind));
     set_led(LED_2, dbyte(Col_ind + 1));
     set_led(LED_3, dbyte(Col_ind + 2));
     set_led(LED_4, dbyte(Col_ind + 3));
 }
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Re: Converting script to Titan One

Postby Flash » Thu Jun 21, 2018 4:59 am

Thank you! I'll give it a go
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