adds activePlayerList and runningPlayerList (XXI) - bugfixes
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@@ -112,11 +112,11 @@ LocalHand::LocalHand(boost::shared_ptr<EngineFactory> f, GuiInterface *g, BoardI
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case 1: {
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tempBoardArray[0] = 40;
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tempBoardArray[1] = 21;
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tempBoardArray[0] = 27;
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tempBoardArray[1] = 37;
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tempBoardArray[2] = 45;
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tempBoardArray[3] = 43;
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tempBoardArray[4] = 50;
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tempBoardArray[3] = 51;
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tempBoardArray[4] = 23;
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myBoard->setMyCards(tempBoardArray);
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@@ -129,21 +129,8 @@ LocalHand::LocalHand(boost::shared_ptr<EngineFactory> f, GuiInterface *g, BoardI
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// player0
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it = seatsList->begin();
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tempPlayerArray[0] = 51;
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tempPlayerArray[1] = 20;
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tempPlayerAndBoardArray[0] = tempPlayerArray[0];
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tempPlayerAndBoardArray[1] = tempPlayerArray[1];
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(*it)->setMyCards(tempPlayerArray);
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(*it)->setMyCardsValueInt(myCardsValue.cardsValue(tempPlayerAndBoardArray,temp5Array));
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(*it)->setMyBestHandPosition(temp5Array);
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// player1
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it++;
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// tempPlayerArray[0] = 24;
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// tempPlayerArray[1] = 19;
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// tempPlayerArray[0] = 51;
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// tempPlayerArray[1] = 20;
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// tempPlayerAndBoardArray[0] = tempPlayerArray[0];
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// tempPlayerAndBoardArray[1] = tempPlayerArray[1];
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//
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@@ -151,6 +138,19 @@ LocalHand::LocalHand(boost::shared_ptr<EngineFactory> f, GuiInterface *g, BoardI
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// (*it)->setMyCardsValueInt(myCardsValue.cardsValue(tempPlayerAndBoardArray,temp5Array));
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//
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// (*it)->setMyBestHandPosition(temp5Array);
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// player1
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it++;
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tempPlayerArray[0] = 12;
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tempPlayerArray[1] = 48;
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tempPlayerAndBoardArray[0] = tempPlayerArray[0];
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tempPlayerAndBoardArray[1] = tempPlayerArray[1];
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(*it)->setMyCards(tempPlayerArray);
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(*it)->setMyCardsValueInt(myCardsValue.cardsValue(tempPlayerAndBoardArray,temp5Array));
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(*it)->setMyBestHandPosition(temp5Array);
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// player2
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it++;
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@@ -168,21 +168,8 @@ LocalHand::LocalHand(boost::shared_ptr<EngineFactory> f, GuiInterface *g, BoardI
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// player3
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it++;
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tempPlayerArray[0] = 12;
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tempPlayerArray[1] = 46;
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tempPlayerAndBoardArray[0] = tempPlayerArray[0];
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tempPlayerAndBoardArray[1] = tempPlayerArray[1];
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(*it)->setMyCards(tempPlayerArray);
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(*it)->setMyCardsValueInt(myCardsValue.cardsValue(tempPlayerAndBoardArray,temp5Array));
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(*it)->setMyBestHandPosition(temp5Array);
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// player4
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it++;
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// tempPlayerArray[0] = 25;
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// tempPlayerArray[1] = 16;
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// tempPlayerArray[0] = 12;
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// tempPlayerArray[1] = 46;
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// tempPlayerAndBoardArray[0] = tempPlayerArray[0];
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// tempPlayerAndBoardArray[1] = tempPlayerArray[1];
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//
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@@ -191,11 +178,37 @@ LocalHand::LocalHand(boost::shared_ptr<EngineFactory> f, GuiInterface *g, BoardI
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//
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// (*it)->setMyBestHandPosition(temp5Array);
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// player4
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it++;
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tempPlayerArray[0] = 25;
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tempPlayerArray[1] = 16;
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tempPlayerAndBoardArray[0] = tempPlayerArray[0];
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tempPlayerAndBoardArray[1] = tempPlayerArray[1];
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(*it)->setMyCards(tempPlayerArray);
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(*it)->setMyCardsValueInt(myCardsValue.cardsValue(tempPlayerAndBoardArray,temp5Array));
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(*it)->setMyBestHandPosition(temp5Array);
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// player5
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it++;
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tempPlayerArray[0] = 43;
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tempPlayerArray[1] = 30;
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tempPlayerAndBoardArray[0] = tempPlayerArray[0];
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tempPlayerAndBoardArray[1] = tempPlayerArray[1];
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(*it)->setMyCards(tempPlayerArray);
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(*it)->setMyCardsValueInt(myCardsValue.cardsValue(tempPlayerAndBoardArray,temp5Array));
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(*it)->setMyBestHandPosition(temp5Array);
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} break;
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case 2: {
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tempBoardArray[0] = 48;
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/* tempBoardArray[0] = 48;
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tempBoardArray[1] = 21;
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tempBoardArray[2] = 4;
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tempBoardArray[3] = 9;
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@@ -207,7 +220,7 @@ LocalHand::LocalHand(boost::shared_ptr<EngineFactory> f, GuiInterface *g, BoardI
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tempPlayerAndBoardArray[3] = tempBoardArray[1];
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tempPlayerAndBoardArray[4] = tempBoardArray[2];
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tempPlayerAndBoardArray[5] = tempBoardArray[3];
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tempPlayerAndBoardArray[6] = tempBoardArray[4];
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tempPlayerAndBoardArray[6] = tempBoardArray[4];*/
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// player0
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it = seatsList->begin();
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@@ -225,15 +238,15 @@ LocalHand::LocalHand(boost::shared_ptr<EngineFactory> f, GuiInterface *g, BoardI
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// player1
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it++;
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tempPlayerArray[0] = 47;
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tempPlayerArray[1] = 22;
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tempPlayerAndBoardArray[0] = tempPlayerArray[0];
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tempPlayerAndBoardArray[1] = tempPlayerArray[1];
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(*it)->setMyCards(tempPlayerArray);
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(*it)->setMyCardsValueInt(myCardsValue.cardsValue(tempPlayerAndBoardArray,temp5Array));
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(*it)->setMyBestHandPosition(temp5Array);
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// tempPlayerArray[0] = 47;
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// tempPlayerArray[1] = 22;
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// tempPlayerAndBoardArray[0] = tempPlayerArray[0];
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// tempPlayerAndBoardArray[1] = tempPlayerArray[1];
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//
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// (*it)->setMyCards(tempPlayerArray);
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// (*it)->setMyCardsValueInt(myCardsValue.cardsValue(tempPlayerAndBoardArray,temp5Array));
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//
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// (*it)->setMyBestHandPosition(temp5Array);
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// player2
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it++;
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@@ -277,15 +290,15 @@ LocalHand::LocalHand(boost::shared_ptr<EngineFactory> f, GuiInterface *g, BoardI
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// player5
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it++;
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tempPlayerArray[0] = 27;
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tempPlayerArray[1] = 10;
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tempPlayerAndBoardArray[0] = tempPlayerArray[0];
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tempPlayerAndBoardArray[1] = tempPlayerArray[1];
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(*it)->setMyCards(tempPlayerArray);
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(*it)->setMyCardsValueInt(myCardsValue.cardsValue(tempPlayerAndBoardArray,temp5Array));
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(*it)->setMyBestHandPosition(temp5Array);
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// tempPlayerArray[0] = 27;
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// tempPlayerArray[1] = 10;
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// tempPlayerAndBoardArray[0] = tempPlayerArray[0];
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// tempPlayerAndBoardArray[1] = tempPlayerArray[1];
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//
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// (*it)->setMyCards(tempPlayerArray);
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// (*it)->setMyCardsValueInt(myCardsValue.cardsValue(tempPlayerAndBoardArray,temp5Array));
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//
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// (*it)->setMyBestHandPosition(temp5Array);
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} break;
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default: {}
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@@ -555,11 +568,18 @@ void LocalHand::switchRounds() {
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// exception
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// no.1: if in first Preflop Round next player is small blind and only all-in-big-blind with less than smallblind amount is nonfold too -> preflop is over
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// no.1: if in first Preflop Round next player is small blind and only all-in-big-blind with less than smallblind amount and other all-in players with less than small blind are nonfold too -> preflop is over
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PlayerListConstIterator smallBlindIt_c = getRunningPlayerIt(myBeRo[actualRound]->getSmallBlindPositionId());
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PlayerListConstIterator bigBlindIt_c = getActivePlayerIt(myBeRo[actualRound]->getBigBlindPositionId());
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if(smallBlindIt_c!=runningPlayerList->end() && bigBlindIt_c!=activePlayerList->end() && actualRound == GAME_STATE_PREFLOP && myBeRo[actualRound]->getFirstRound() && nonFoldPlayerCounter == 2) {
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if( (*bigBlindIt_c)->getMySet() <= smallBlind ) {
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if(smallBlindIt_c!=runningPlayerList->end() && bigBlindIt_c!=activePlayerList->end() && actualRound == GAME_STATE_PREFLOP && myBeRo[actualRound]->getFirstRound()) {
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// determine player who are all in with less than small blind amount
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int tempCounter = 0;
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for(it_c=activePlayerList->begin(); it_c!=activePlayerList->end(); it_c++) {
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if((*it_c)->getMyAction() == PLAYER_ACTION_ALLIN && (*it_c)->getMySet() <= smallBlind) {
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tempCounter++;
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}
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}
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if( (*bigBlindIt_c)->getMySet() <= smallBlind && tempCounter == allInPlayersCounter) {
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allInCondition = true;
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}
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}
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