Uploaded gamejam game sources
271
games/light_my_ritual/light_my_ritual.c
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|
@ -0,0 +1,271 @@
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|||
/*******************************************************************************************
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||||
*
|
||||
* GLOBAL GAME JAM 2016 - LIGHT MY RITUAL!
|
||||
*
|
||||
* Preparing a ritual session is not that easy.
|
||||
* You must light all the candles before the astral alignment finishes...
|
||||
* but dark creatures move in the shadows to put out all your lights!
|
||||
* Be fast! Be smart! Light my ritual!
|
||||
*
|
||||
* This game has been created using raylib (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2015 Ramon Santamaria (Ray San - raysan@raysanweb.com)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
#include "screens/screens.h" // NOTE: Defines global variable: currentScreen
|
||||
|
||||
#include <stdlib.h>
|
||||
|
||||
#if defined(PLATFORM_WEB)
|
||||
#include <emscripten/emscripten.h>
|
||||
#endif
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Global Variables Definition (local to this module)
|
||||
//----------------------------------------------------------------------------------
|
||||
const int screenWidth = 1280;
|
||||
const int screenHeight = 720;
|
||||
|
||||
// Required variables to manage screen transitions (fade-in, fade-out)
|
||||
float transAlpha = 0;
|
||||
bool onTransition = false;
|
||||
bool transFadeOut = false;
|
||||
int transFromScreen = -1;
|
||||
int transToScreen = -1;
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Local Functions Declaration
|
||||
//----------------------------------------------------------------------------------
|
||||
void TransitionToScreen(int screen);
|
||||
void ChangeToScreen(int screen); // No transition effect
|
||||
void UpdateTransition(void);
|
||||
void DrawTransition(void);
|
||||
|
||||
void UpdateDrawFrame(void); // Update and Draw one frame
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Main entry point
|
||||
//----------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//---------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "GGJ16 - LIGHT MY RITUAL!");
|
||||
|
||||
// Global data loading (assets that must be available in all screens, i.e. fonts)
|
||||
InitAudioDevice();
|
||||
|
||||
Image image = LoadImage("resources/lights_map.png"); // Load image in CPU memory (RAM)
|
||||
|
||||
lightsMap = GetImageData(image); // Get image pixels data as an array of Color
|
||||
lightsMapWidth = image.width;
|
||||
lightsMapHeight = image.height;
|
||||
|
||||
UnloadImage(image); // Unload image from CPU memory (RAM)
|
||||
|
||||
//PlayMusicStream("resources/audio/come_play_with_me.ogg");
|
||||
|
||||
font = LoadSpriteFont("resources/font_arcadian.png");
|
||||
//doors = LoadTexture("resources/textures/doors.png");
|
||||
//sndDoor = LoadSound("resources/audio/door.ogg");
|
||||
|
||||
// Setup and Init first screen
|
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currentScreen = LOGO_RL;
|
||||
//InitTitleScreen();
|
||||
//InitGameplayScreen();
|
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rlInitLogoScreen();
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||||
|
||||
#if defined(PLATFORM_WEB)
|
||||
emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
|
||||
#else
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
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//--------------------------------------------------------------------------------------
|
||||
|
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// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
UpdateDrawFrame();
|
||||
}
|
||||
#endif
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
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switch (currentScreen)
|
||||
{
|
||||
case LOGO_RL: rlUnloadLogoScreen(); break;
|
||||
case TITLE: UnloadTitleScreen(); break;
|
||||
case GAMEPLAY: UnloadGameplayScreen(); break;
|
||||
default: break;
|
||||
}
|
||||
|
||||
// Unload all global loaded data (i.e. fonts) here!
|
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UnloadSpriteFont(font);
|
||||
//UnloadSound(sndDoor);
|
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|
||||
free(lightsMap);
|
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|
||||
CloseAudioDevice();
|
||||
|
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CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
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||||
|
||||
return 0;
|
||||
}
|
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|
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void TransitionToScreen(int screen)
|
||||
{
|
||||
onTransition = true;
|
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transFromScreen = currentScreen;
|
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transToScreen = screen;
|
||||
}
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||||
|
||||
void ChangeToScreen(int screen)
|
||||
{
|
||||
switch (currentScreen)
|
||||
{
|
||||
case LOGO_RL: rlUnloadLogoScreen(); break;
|
||||
case TITLE: UnloadTitleScreen(); break;
|
||||
case GAMEPLAY: UnloadGameplayScreen(); break;
|
||||
default: break;
|
||||
}
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||||
|
||||
switch (screen)
|
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{
|
||||
case LOGO_RL: rlInitLogoScreen(); break;
|
||||
case TITLE: InitTitleScreen(); break;
|
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case GAMEPLAY: InitGameplayScreen(); break;
|
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default: break;
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||||
}
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||||
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||||
currentScreen = screen;
|
||||
}
|
||||
|
||||
void UpdateTransition(void)
|
||||
{
|
||||
if (!transFadeOut)
|
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{
|
||||
transAlpha += 0.05f;
|
||||
|
||||
if (transAlpha >= 1.0)
|
||||
{
|
||||
transAlpha = 1.0;
|
||||
|
||||
switch (transFromScreen)
|
||||
{
|
||||
case LOGO_RL: rlUnloadLogoScreen(); break;
|
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case TITLE: UnloadTitleScreen(); break;
|
||||
case GAMEPLAY: UnloadGameplayScreen(); break;
|
||||
default: break;
|
||||
}
|
||||
|
||||
switch (transToScreen)
|
||||
{
|
||||
case LOGO_RL:
|
||||
{
|
||||
rlInitLogoScreen();
|
||||
currentScreen = LOGO_RL;
|
||||
} break;
|
||||
case TITLE:
|
||||
{
|
||||
InitTitleScreen();
|
||||
currentScreen = TITLE;
|
||||
} break;
|
||||
case GAMEPLAY:
|
||||
{
|
||||
InitGameplayScreen();
|
||||
currentScreen = GAMEPLAY;
|
||||
} break;
|
||||
default: break;
|
||||
}
|
||||
|
||||
transFadeOut = true;
|
||||
}
|
||||
}
|
||||
else // Transition fade out logic
|
||||
{
|
||||
transAlpha -= 0.05f;
|
||||
|
||||
if (transAlpha <= 0)
|
||||
{
|
||||
transAlpha = 0;
|
||||
transFadeOut = false;
|
||||
onTransition = false;
|
||||
transFromScreen = -1;
|
||||
transToScreen = -1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void DrawTransition(void)
|
||||
{
|
||||
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), Fade(BLACK, transAlpha));
|
||||
}
|
||||
|
||||
// Update and draw game frame
|
||||
void UpdateDrawFrame(void)
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
if (!onTransition)
|
||||
{
|
||||
switch(currentScreen)
|
||||
{
|
||||
case LOGO_RL:
|
||||
{
|
||||
rlUpdateLogoScreen();
|
||||
|
||||
if (rlFinishLogoScreen()) TransitionToScreen(TITLE);
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||||
|
||||
} break;
|
||||
case TITLE:
|
||||
{
|
||||
UpdateTitleScreen();
|
||||
|
||||
if (FinishTitleScreen() == 1) TransitionToScreen(GAMEPLAY);
|
||||
|
||||
} break;
|
||||
case GAMEPLAY:
|
||||
{
|
||||
UpdateGameplayScreen();
|
||||
|
||||
if (FinishGameplayScreen() == 1) ChangeToScreen(LOGO_RL);
|
||||
else if (FinishGameplayScreen() == 2) TransitionToScreen(TITLE);
|
||||
|
||||
} break;
|
||||
default: break;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Update transition (fade-in, fade-out)
|
||||
UpdateTransition();
|
||||
}
|
||||
|
||||
UpdateMusicStream();
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
switch(currentScreen)
|
||||
{
|
||||
case LOGO_RL: rlDrawLogoScreen(); break;
|
||||
case TITLE: DrawTitleScreen(); break;
|
||||
case GAMEPLAY: DrawGameplayScreen(); break;
|
||||
default: break;
|
||||
}
|
||||
|
||||
if (onTransition) DrawTransition();
|
||||
|
||||
//DrawFPS(10, 10);
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||||
EndDrawing();
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||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
203
games/light_my_ritual/makefile
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@ -0,0 +1,203 @@
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#**************************************************************************************************
|
||||
#
|
||||
# raylib - Advance Game
|
||||
#
|
||||
# makefile to compile advance game
|
||||
#
|
||||
# Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
|
||||
#
|
||||
# This software is provided "as-is", without any express or implied warranty. In no event
|
||||
# will the authors be held liable for any damages arising from the use of this software.
|
||||
#
|
||||
# Permission is granted to anyone to use this software for any purpose, including commercial
|
||||
# applications, and to alter it and redistribute it freely, subject to the following restrictions:
|
||||
#
|
||||
# 1. The origin of this software must not be misrepresented; you must not claim that you
|
||||
# wrote the original software. If you use this software in a product, an acknowledgment
|
||||
# in the product documentation would be appreciated but is not required.
|
||||
#
|
||||
# 2. Altered source versions must be plainly marked as such, and must not be misrepresented
|
||||
# as being the original software.
|
||||
#
|
||||
# 3. This notice may not be removed or altered from any source distribution.
|
||||
#
|
||||
#**************************************************************************************************
|
||||
|
||||
# define raylib platform if not defined (by default, compile for RPI)
|
||||
# Other possible platform: PLATFORM_DESKTOP
|
||||
PLATFORM ?= PLATFORM_DESKTOP
|
||||
|
||||
# determine PLATFORM_OS in case PLATFORM_DESKTOP selected
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
# No uname.exe on MinGW!, but OS=Windows_NT on Windows! ifeq ($(UNAME),Msys) -> Windows
|
||||
ifeq ($(OS),Windows_NT)
|
||||
PLATFORM_OS=WINDOWS
|
||||
LIBPATH=win32
|
||||
else
|
||||
UNAMEOS:=$(shell uname)
|
||||
ifeq ($(UNAMEOS),Linux)
|
||||
PLATFORM_OS=LINUX
|
||||
LIBPATH=linux
|
||||
else
|
||||
ifeq ($(UNAMEOS),Darwin)
|
||||
PLATFORM_OS=OSX
|
||||
LIBPATH=osx
|
||||
endif
|
||||
endif
|
||||
endif
|
||||
endif
|
||||
|
||||
# define compiler: gcc for C program, define as g++ for C++
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
# define emscripten compiler
|
||||
CC = emcc
|
||||
else
|
||||
ifeq ($(PLATFORM_OS),OSX)
|
||||
# define llvm compiler for mac
|
||||
CC = clang
|
||||
else
|
||||
# define default gcc compiler
|
||||
CC = gcc
|
||||
endif
|
||||
endif
|
||||
|
||||
# define compiler flags:
|
||||
# -O2 defines optimization level
|
||||
# -Wall turns on most, but not all, compiler warnings
|
||||
# -std=c99 use standard C from 1999 revision
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
CFLAGS = -O2 -Wall -std=gnu99 -fgnu89-inline
|
||||
else
|
||||
CFLAGS = -O2 -Wall -std=c99
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
CFLAGS = -O1 -Wall -std=c99 -s USE_GLFW=3 --preload-file resources -s ALLOW_MEMORY_GROWTH=1
|
||||
#-s ASSERTIONS=1 --preload-file resources
|
||||
#-s ALLOW_MEMORY_GROWTH=1 # to allow memory resizing
|
||||
#-s TOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB)
|
||||
endif
|
||||
|
||||
# define any directories containing required header files
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
INCLUDES = -I. -I../../src -I/opt/vc/include -I/opt/vc/include/interface/vcos/pthreads
|
||||
else
|
||||
INCLUDES = -I. -IC:/raylib/raylib/src -IC:/raylib/raylib/src
|
||||
# external libraries headers
|
||||
# GLFW3
|
||||
INCLUDES += -I../../external/glfw3/include
|
||||
# GLEW
|
||||
INCLUDES += -I../../external/glew/include
|
||||
# OpenAL Soft
|
||||
INCLUDES += -I../../external/openal_soft/include
|
||||
endif
|
||||
|
||||
# define library paths containing required libs
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
LFLAGS = -L. -L../../src -L/opt/vc/lib
|
||||
else
|
||||
LFLAGS = -L. -LC:/raylib/raylib/src -L../../../src
|
||||
# external libraries to link with
|
||||
# GLFW3
|
||||
LFLAGS += -L../../external/glfw3/lib/$(LIBPATH)
|
||||
ifneq ($(PLATFORM_OS),OSX)
|
||||
# OpenAL Soft
|
||||
LFLAGS += -L../../external/openal_soft/lib/$(LIBPATH)
|
||||
# GLEW
|
||||
LFLAGS += -L../../external/glew/lib/$(LIBPATH)
|
||||
endif
|
||||
endif
|
||||
|
||||
# define any libraries to link into executable
|
||||
# if you want to link libraries (libname.so or libname.a), use the -lname
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
ifeq ($(PLATFORM_OS),LINUX)
|
||||
# libraries for Debian GNU/Linux desktop compiling
|
||||
# requires the following packages:
|
||||
# libglfw3-dev libopenal-dev libglew-dev libegl1-mesa-dev
|
||||
LIBS = -lraylib -lglfw -lGLEW -lGL -lopenal
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),OSX)
|
||||
# libraries for OS X 10.9 desktop compiling
|
||||
# requires the following packages:
|
||||
# libglfw3-dev libopenal-dev libglew-dev libegl1-mesa-dev
|
||||
LIBS = -lraylib -lglfw -framework OpenGL -framework OpenAl -framework Cocoa
|
||||
else
|
||||
# libraries for Windows desktop compiling
|
||||
# NOTE: GLFW3 and OpenAL Soft libraries should be installed
|
||||
LIBS = -lraylib -lglfw3 -lglew32 -lopengl32 -lopenal32 -lgdi32
|
||||
endif
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
# libraries for Raspberry Pi compiling
|
||||
# NOTE: OpenAL Soft library should be installed (libopenal1 package)
|
||||
LIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lbcm_host -lopenal
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
LIBS = C:/raylib/raylib/src/libraylib.bc
|
||||
endif
|
||||
|
||||
# define additional parameters and flags for windows
|
||||
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||
# resources file contains windows exe icon
|
||||
# -Wl,--subsystem,windows hides the console window
|
||||
WINFLAGS = C:/raylib/raylib/src/resources -Wl,--subsystem,windows
|
||||
endif
|
||||
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
EXT = .html
|
||||
endif
|
||||
|
||||
# define all screen object files required
|
||||
SCREENS = \
|
||||
screens/screen_logo_raylib.o \
|
||||
screens/screen_title.o \
|
||||
screens/screen_gameplay.o \
|
||||
|
||||
# typing 'make' will invoke the first target entry in the file,
|
||||
# in this case, the 'default' target entry is advance_game
|
||||
default: light_my_ritual
|
||||
|
||||
# compile template - advance_game
|
||||
light_my_ritual: light_my_ritual.c $(SCREENS)
|
||||
$(CC) -o $@$(EXT) $< $(SCREENS) $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||
|
||||
# compile screen LOGO raylib
|
||||
screens/screen_logo_raylib.o: screens/screen_logo_raylib.c
|
||||
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
|
||||
|
||||
# compile screen TITLE
|
||||
screens/screen_title.o: screens/screen_title.c
|
||||
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
|
||||
|
||||
# compile screen ENDING
|
||||
screens/screen_gameplay.o: screens/screen_gameplay.c
|
||||
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
|
||||
|
||||
# clean everything
|
||||
clean:
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
ifeq ($(PLATFORM_OS),OSX)
|
||||
find . -type f -perm +ugo+x -delete
|
||||
rm -f *.o
|
||||
else
|
||||
ifeq ($(PLATFORM_OS),LINUX)
|
||||
find . -type f -executable -delete
|
||||
rm -f *.o
|
||||
else
|
||||
del *.o *.exe
|
||||
endif
|
||||
endif
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
find . -type f -executable -delete
|
||||
rm -f *.o
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
del *.o *.html *.js
|
||||
endif
|
||||
@echo Cleaning done
|
||||
|
||||
# instead of defining every module one by one, we can define a pattern
|
||||
# this pattern below will automatically compile every module defined on $(OBJS)
|
||||
#%.exe : %.c
|
||||
# $(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM)
|
||||
BIN
games/light_my_ritual/resources/audio/ambient.ogg
Normal file
BIN
games/light_my_ritual/resources/audio/light_off.wav
Normal file
BIN
games/light_my_ritual/resources/audio/light_on.wav
Normal file
BIN
games/light_my_ritual/resources/audio/ritual.ogg
Normal file
BIN
games/light_my_ritual/resources/audio/start.wav
Normal file
BIN
games/light_my_ritual/resources/font_arcadian.png
Normal file
|
After Width: | Height: | Size: 95 KiB |
BIN
games/light_my_ritual/resources/lights_map.png
Normal file
|
After Width: | Height: | Size: 430 B |
BIN
games/light_my_ritual/resources/textures/back_title.png
Normal file
|
After Width: | Height: | Size: 179 KiB |
BIN
games/light_my_ritual/resources/textures/background.png
Normal file
|
After Width: | Height: | Size: 1.2 MiB |
BIN
games/light_my_ritual/resources/textures/book.png
Normal file
|
After Width: | Height: | Size: 4.3 KiB |
BIN
games/light_my_ritual/resources/textures/circle_level_i_off.png
Normal file
|
After Width: | Height: | Size: 15 KiB |
BIN
games/light_my_ritual/resources/textures/circle_level_i_on.png
Normal file
|
After Width: | Height: | Size: 50 KiB |
BIN
games/light_my_ritual/resources/textures/circle_level_ii_off.png
Normal file
|
After Width: | Height: | Size: 27 KiB |
BIN
games/light_my_ritual/resources/textures/circle_level_ii_on.png
Normal file
|
After Width: | Height: | Size: 104 KiB |
|
After Width: | Height: | Size: 37 KiB |
BIN
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