Add decompiled Lua AI scripts + full datasheet findings report
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REGISTER_GOAL(GOAL_Husi_Chef266000_Battle, "Husi_Chef266000Battle")
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local Att3000_Dist_min = 0
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local Att3000_Dist_max = 3.2
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local Att3002_Dist_min = 5.5
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local Att3002_Dist_max = 7.5
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local Att3003_Dist_min = 0
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local Att3003_Dist_max = 3.3
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local Att3005_Dist_min = 0
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local Att3005_Dist_max = 0.8
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local Att3007_Dist_min = 0
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local Att3007_Dist_max = 0.8
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REGISTER_GOAL_NO_UPDATE(GOAL_Husi_Chef266000_Battle, 1)
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Att3000_Dist_min = Att3007_Dist_max
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Att3000_Dist_min = Att3003_Dist_max
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Att3000_Dist_min = Att3002_Dist_max
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function Husi_Chef266000Battle_Activate(ai, goal)
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local actPerArr = {}
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local actFuncArr = {}
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local defFuncParamTbl = {}
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Common_Clear_Param(actPerArr, actFuncArr, defFuncParamTbl)
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local targetDist = ai:GetDist(TARGET_ENE_0)
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if 8 <= targetDist then
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actPerArr[1] = 10
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actPerArr[2] = 5
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actPerArr[3] = 5
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actPerArr[4] = 5
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actPerArr[7] = 75
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elseif 4 <= targetDist then
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actPerArr[1] = 20
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actPerArr[2] = 20
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actPerArr[3] = 15
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actPerArr[4] = 15
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actPerArr[7] = 30
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else
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actPerArr[1] = 30
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actPerArr[2] = 20
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actPerArr[3] = 20
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actPerArr[4] = 30
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actPerArr[7] = 0
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end
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local local0 = {Att3007_Dist_max, 0, 3007, DIST_Middle}
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defFuncParamTbl[1] = local0
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actFuncArr[2] = REGIST_FUNC(ai, goal, Husi_Chef266000_Act02)
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local0 = {Att3003_Dist_max, 0, 3003, DIST_Middle}
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defFuncParamTbl[3] = local0
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actFuncArr[4] = REGIST_FUNC(ai, goal, Husi_Chef266000_Act04)
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local0 = {Att3002_Dist_max, 0, 3002, DIST_Middle}
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defFuncParamTbl[7] = local0
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local0 = {0, 70, 5, 5, 5, 15}
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local atkAfterFunc = REGIST_FUNC(ai, goal, HumanCommon_ActAfter_AdjustSpace, local0)
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Common_Battle_Activate(ai, goal, actPerArr, actFuncArr, atkAfterFunc, defFuncParamTbl)
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return
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end
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Att3000_Dist_min = Att3000_Dist_max
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function Husi_Chef266000_Act02(ai, goal, paramTbl)
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local targetDist = ai:GetDist(TARGET_ENE_0)
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local fate = ai:GetRandam_Int(1, 100)
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local AppDist = Att3000_Dist_max
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local DashDist = Att3000_Dist_max + 2
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local Odds_Guard = 0
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Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
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if fate <= 10 then
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0)
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elseif fate <= 30 then
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goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0)
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goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3001, TARGET_ENE_0, DIST_Middle, 0)
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elseif fate <= 80 then
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goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0)
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goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3001, TARGET_ENE_0, DIST_Middle, 0)
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goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3004, TARGET_ENE_0, DIST_Middle, 0)
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else
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goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0)
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goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3001, TARGET_ENE_0, DIST_Middle, 0)
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goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3006, TARGET_ENE_0, DIST_Middle, 0)
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end
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GetWellSpace_Odds = 100
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return GetWellSpace_Odds
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end
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Att3000_Dist_min = Att3005_Dist_max
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function Husi_Chef266000_Act04(ai, goal, paramTbl)
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local targetDist = ai:GetDist(TARGET_ENE_0)
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local fate = ai:GetRandam_Int(1, 100)
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local AppDist = Att3005_Dist_max
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local DashDist = Att3005_Dist_max + 2
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local Odds_Guard = 0
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local AttID = 3005
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local AttDist = DIST_Middle
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Approach_and_Attack_Act(ai, goal, AppDist, DashDist, Odds_Guard, AttID, AttDist)
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GetWellSpace_Odds = 100
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return GetWellSpace_Odds
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end
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function Husi_Chef266000Battle_Update(ai, goal)
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return GOAL_RESULT_Continue
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end
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function Husi_Chef266000Battle_Terminate(ai, goal)
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return
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end
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Att3000_Dist_min = Att3002_Dist_max
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Att3000_Dist_min = Att3000_Dist_max
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function Husi_Chef266000Battle_Interupt(ai, goal)
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local fate = ai:GetRandam_Int(1, 100)
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local fate2 = ai:GetRandam_Int(1, 100)
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local fate3 = ai:GetRandam_Int(1, 100)
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local targetDist = ai:GetDist(TARGET_ENE_0)
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local distDamagedStep = 3
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local oddsDamagedStep = 15
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local bkStepPer = 100
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local leftStepPer = 0
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local rightStepPer = 0
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local safetyDist = 3
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if Damaged_Step(ai, goal, distDamagedStep, oddsDamagedStep, bkStepPer, leftStepPer, rightStepPer, safetyDist) then
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return true
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else
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local distGuardBreak_Act = 2.6
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local oddsGuardBreak_Act = 50
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local fate = ai:GetRandam_Int(1, 100)
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if GuardBreak_Act(ai, goal, distGuardBreak_Act, oddsGuardBreak_Act) then
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if fate <= 50 then
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0)
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else
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3004, TARGET_ENE_0, DIST_Middle, 0)
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end
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return true
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else
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local distUseItem_Act = 9.5
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local oddsUseItem_Act = 15
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local targetDist = ai:GetDist(TARGET_ENE_0)
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if UseItem_Act(ai, goal, distUseItem_Act, oddsUseItem_Act) then
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if 5.5 <= targetDist then
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3002_Dist_max, TARGET_SELF, false, -1)
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3002, TARGET_ENE_0, DIST_Middle, 0)
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else
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3000_Dist_max, TARGET_SELF, false, -1)
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0)
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end
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return true
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else
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local distResNear = 5.5
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local distResFar = 18
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local oddsResNear = 20
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local oddsResFar = 30
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local fate = ai:GetRandam_Int(1, 100)
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local fate2 = ai:GetRandam_Int(1, 100)
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local ResBehavID = Shoot_2dist(ai, goal, distResNear, distResFar, oddsResNear, oddsResFar)
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if ResBehavID == 1 then
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3000_Dist_max, TARGET_SELF, false, -1)
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0)
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return true
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elseif ResBehavID == 2 then
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3002_Dist_max, TARGET_SELF, false, -1)
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3002, TARGET_ENE_0, DIST_Middle, 0)
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return true
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else
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local oddsResponse = 20
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local bkStepPer = 100
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local leftStepPer = 0
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local rightStepPer = 0
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local safetyDist = 4
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if RebByOpGuard_Step(ai, goal, oddsResponse, bkStepPer, leftStepPer, rightStepPer, safetyDist) then
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return true
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else
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return false
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end
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end
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end
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end
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end
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end
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return
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