angry-pixel 1.0.8 → 1.0.9
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/lib/component/Animation.d.ts +2 -2
- package/lib/component/Animator.d.ts +1 -3
- package/lib/component/ComponentTypes.d.ts +1 -0
- package/lib/component/RigidBody.d.ts +0 -3
- package/lib/component/Transform.d.ts +2 -0
- package/lib/component/renderingComponent/MaskRenderer.d.ts +29 -0
- package/lib/core/GameObject.d.ts +1 -0
- package/lib/core/Scene.d.ts +0 -4
- package/lib/core/facades/AssetManagerFacade.d.ts +2 -2
- package/lib/core/facades/GameObjectManagerFacade.d.ts +0 -4
- package/lib/core/managers/AssetManager.d.ts +2 -3
- package/lib/index.cjs.js +1 -1
- package/lib/index.d.ts +1 -0
- package/lib/index.esm.js +1 -1
- package/lib/index.js +1 -1
- package/lib/input/GamepadController.d.ts +9 -1
- package/lib/input/KeyboardController.d.ts +5 -0
- package/lib/math/Utils.d.ts +7 -0
- package/lib/rendering/FontAtlasFactory.d.ts +6 -1
- package/lib/rendering/renderData/MaskRenderData.d.ts +9 -0
- package/lib/rendering/renderData/RenderData.d.ts +2 -1
- package/lib/rendering/webGL/ProgramFactory.d.ts +1 -1
- package/lib/rendering/webGL/WebGLRenderer.d.ts +13 -11
- package/lib/rendering/webGL/renderer/MaskRenderer.d.ts +14 -0
- package/lib/rendering/webGL/shader/imageFragmentShader.d.ts +1 -1
- package/lib/rendering/webGL/shader/legacy/imageFragmentShader.d.ts +1 -1
- package/package.json +1 -1
- package/angry-pixel-v1.0.7.tgz +0 -0
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@@ -1,3 +1,4 @@
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import { Vector2 } from "..";
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export declare class GamepadController {
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private readonly gamepads;
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constructor();
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@@ -6,17 +7,24 @@ export declare class GamepadController {
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private gamepadConnected;
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private gamepadDisconected;
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update(): void;
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private getGamepads;
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}
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export declare class GamepadData {
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private _connected;
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private _id;
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private readonly buttons;
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private readonly axes;
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private readonly _dpadAxes;
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private readonly _leftStickAxes;
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private readonly _rightStickAxes;
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updateFromGamepad(gamepad: Gamepad): void;
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get id(): string;
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getButtonPressed(index: number): boolean;
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getAxis(index: number): number;
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get dpadAxes(): Vector2;
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get leftStickAxes(): Vector2;
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get rightStickAxes(): Vector2;
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get connected(): boolean;
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-
get id(): string;
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get dpadUp(): boolean;
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get dpadDown(): boolean;
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get dpadLeft(): boolean;
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@@ -4,4 +4,9 @@ export declare class KeyboardController {
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constructor(canvas: HTMLCanvasElement);
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private eventHandler;
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isPressed(keyCode: string): boolean;
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orPressed(keyCodes: string[]): boolean;
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andPressed(keyCodes: string[]): boolean;
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isPressedReturn<T>(keyCode: string, returnTrue: T, returnFalse: T): T;
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orPressedReturn<T>(keyCodes: string[], returnTrue: T, returnFalse: T): T;
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andPressedReturn<T>(keyCodes: string[], returnTrue: T, returnFalse: T): T;
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}
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package/lib/math/Utils.d.ts
CHANGED
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@@ -24,3 +24,10 @@ export declare const fixedRound: (value: number, decimals: number) => number;
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* @returns number range
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*/
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export declare const range: (start: number, end: number, steps?: number) => number[];
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/**
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* @param value number to compare
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* @param min min value
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* @param max max value
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* @returns true if the number is between the min and the max, false instead
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*/
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export declare const between: (value: number, min: number, max: number) => boolean;
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@@ -1,7 +1,12 @@
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export declare class FontAtlasFactory {
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private bitmapSize;
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private chars;
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private fontAtlas;
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private loading;
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hasFontAtlas(fontFamily: string): boolean;
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loadingFontAtlas(fontFamily: string): boolean;
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getFontAtlas(fontFamily: string): FontAtlas;
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asyncCreate(charRanges: number[], fontFamily: string, fontUrl?: string, bitmapSize?: number): void;
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private loadFont;
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private renderAtlas;
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}
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@@ -1,6 +1,6 @@
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import { ShaderLoader } from "./ShaderLoader";
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export declare class ProgramFactory {
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shaderLoader
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private readonly shaderLoader;
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constructor(shaderLoader: ShaderLoader);
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create(gl: WebGLRenderingContext, vertexShaderSource: string, fragmentShaderSource: string): WebGLProgram;
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private link;
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@@ -8,27 +8,29 @@ import { ProgramManager } from "./ProgramManager";
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import { TextRenderer } from "./renderer/TextRenderer";
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import { GeometricRenderer } from "./renderer/GeometricRenderer";
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import { TilemapRenderer } from "./renderer/TilemapRenderer";
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import { MaskRenderer } from "./renderer/MaskRenderer";
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export declare enum WebGLContextVersion {
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LegacyWebGL = "webgl",
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WebGL2 = "webgl2"
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}
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export declare type LastRender = "image" | "text" | "geometric" | "tilemap";
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export declare type LastRender = "image" | "text" | "geometric" | "tilemap" | "mask";
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export declare class WebGLRenderer implements ContextRenderer {
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private canvas;
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private gl;
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private textureManager;
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private fontAtlasFactory;
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private imageRenderer;
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private textRenderer;
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private geometricRenderer;
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private tilemapRenderer;
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private readonly canvas;
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private readonly gl;
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private readonly textureManager;
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private readonly fontAtlasFactory;
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private readonly imageRenderer;
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private readonly textRenderer;
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private readonly geometricRenderer;
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private readonly tilemapRenderer;
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private readonly maskRenderer;
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private lastRender;
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-
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constructor(contextVersion: WebGLContextVersion, canvas: HTMLCanvasElement, programManager: ProgramManager, textureManager: TextureManager, fontAtlasFactory: FontAtlasFactory, imageRenderer: ImageRenderer, tilemapRenderer: TilemapRenderer, textRenderer: TextRenderer, geometricRenderer: GeometricRenderer);
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constructor(contextVersion: WebGLContextVersion, canvas: HTMLCanvasElement, programManager: ProgramManager, textureManager: TextureManager, fontAtlasFactory: FontAtlasFactory, imageRenderer: ImageRenderer, tilemapRenderer: TilemapRenderer, textRenderer: TextRenderer, geometricRenderer: GeometricRenderer, maskRenderer: MaskRenderer);
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clearCanvas(color: string): void;
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render(camera: CameraData, renderData: RenderData): void;
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private renderImage;
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private renderTilemap;
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private renderText;
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private renderMask;
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private fontAtlasLoaded;
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}
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@@ -0,0 +1,14 @@
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import { Rectangle } from "../../..";
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import { MaskRenderData } from "../../renderData/MaskRenderData";
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import { ProgramManager } from "../ProgramManager";
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import { LastRender, WebGLContextVersion } from "../WebGLRenderer";
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export declare class MaskRenderer {
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private gl;
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private programManager;
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private projectionMatrix;
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private modelMatrix;
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private textureMatrix;
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private readonly vertices;
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constructor(contextVersion: WebGLContextVersion, canvas: HTMLCanvasElement, programManager: ProgramManager);
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render(viewportRect: Rectangle, renderData: MaskRenderData, lastRender: LastRender): void;
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}
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@@ -1 +1 @@
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export declare const imageFragmentShader = "#version 300 es\nprecision mediump float;\n\nout vec4 fragColor;\n\nin vec2 texCoords;\n\nuniform int u_renderTexture;\nuniform sampler2D u_texImage;\nuniform vec4 u_solidColor;\n\nuniform int u_useTintColor;\nuniform vec4 u_tintColor;\n\nuniform int u_useMaskColor;\nuniform vec4 u_maskColor;\nuniform float u_maskColorMix;\n\nuniform float u_alpha;\n\nvoid main()\n{\n if (u_renderTexture == 1) {\n vec4 texColor = texture(u_texImage, texCoords);\n\n if (texColor.a < 0.0001) {\n discard;\n }\n\n if (u_useTintColor == 1) {\n texColor = u_tintColor * texColor;\n }\n\n if (u_useMaskColor == 1) {\n texColor = mix(texColor, u_maskColor, clamp(u_maskColorMix, 0.0, 1.0));\n }\n\n fragColor = vec4(texColor.rgb, u_alpha); \n } else {\n fragColor = u_solidColor;\n }\n}";
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export declare const imageFragmentShader = "#version 300 es\nprecision mediump float;\n\nout vec4 fragColor;\n\nin vec2 texCoords;\n\nuniform int u_renderTexture;\nuniform sampler2D u_texImage;\nuniform vec4 u_solidColor;\n\nuniform int u_useTintColor;\nuniform vec4 u_tintColor;\n\nuniform int u_useMaskColor;\nuniform vec4 u_maskColor;\nuniform float u_maskColorMix;\n\nuniform float u_alpha;\n\nvoid main()\n{\n if (u_renderTexture == 1) {\n vec4 texColor = texture(u_texImage, texCoords);\n\n if (texColor.a < 0.0001) {\n discard;\n }\n\n if (u_useTintColor == 1) {\n texColor = u_tintColor * texColor;\n }\n\n if (u_useMaskColor == 1) {\n texColor = mix(texColor, u_maskColor, clamp(u_maskColorMix, 0.0, 1.0));\n }\n\n fragColor = vec4(texColor.rgb, u_alpha * texColor.a); \n } else {\n fragColor = vec4(u_solidColor.rgb, u_alpha);\n }\n}";
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export declare const imageFragmentShader = "precision mediump float;\n\nvarying vec2 texCoords;\n\nuniform int u_renderTexture;\nuniform sampler2D u_texImage;\nuniform vec4 u_solidColor;\n\nuniform int u_useTintColor;\nuniform vec4 u_tintColor;\n\nuniform int u_useMaskColor;\nuniform vec4 u_maskColor;\nuniform float u_maskColorMix;\n\nuniform float u_alpha;\n\nvoid main()\n{\n if (u_renderTexture == 1) {\n vec4 texColor = texture2D(u_texImage, texCoords);\n\n if (texColor.a < 0.0001) {\n discard;\n }\n\n if (u_useTintColor == 1) {\n texColor = u_tintColor * texColor;\n }\n\n if (u_useMaskColor == 1) {\n texColor = mix(texColor, u_maskColor, clamp(u_maskColorMix, 0.0, 1.0));\n }\n\n gl_FragColor = vec4(texColor.rgb, u_alpha);\n } else {\n gl_FragColor =
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export declare const imageFragmentShader = "precision mediump float;\n\nvarying vec2 texCoords;\n\nuniform int u_renderTexture;\nuniform sampler2D u_texImage;\nuniform vec4 u_solidColor;\n\nuniform int u_useTintColor;\nuniform vec4 u_tintColor;\n\nuniform int u_useMaskColor;\nuniform vec4 u_maskColor;\nuniform float u_maskColorMix;\n\nuniform float u_alpha;\n\nvoid main()\n{\n if (u_renderTexture == 1) {\n vec4 texColor = texture2D(u_texImage, texCoords);\n\n if (texColor.a < 0.0001) {\n discard;\n }\n\n if (u_useTintColor == 1) {\n texColor = u_tintColor * texColor;\n }\n\n if (u_useMaskColor == 1) {\n texColor = mix(texColor, u_maskColor, clamp(u_maskColorMix, 0.0, 1.0));\n }\n\n gl_FragColor = vec4(texColor.rgb, u_alpha * texColor.a);\n } else {\n gl_FragColor = vec4(u_solidColor.rgb, u_alpha);\n }\n}";
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package/package.json
CHANGED
package/angry-pixel-v1.0.7.tgz
DELETED
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Binary file
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